DiBastet
2018-05-10, 08:20 PM
Hello playgrounders, it's a-me, DiBastet! Recently some people have been asking for my houserules (mostly because I mention one or another when giving feedback), so I'm sharing them around.
Without further ado.
Character Options Rules
Feats are Amazing
Every character receives a feat at 1st level. The Human race is changed as thus:
Human
Ability Score Increase: Three different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Adaptable: Once per short rest you can give yourself advantage to a single ability check, attack roll or saving throw. Once you use this ability you can’t use it again until you finish a short or long rest.
Fighting Styles
The following fighting styles are changed:
Great Weapon Fighting
When you attack with a melee weapon that you are wielding with two hands, you increase the weapon’s damage die type by one step. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you gain a +1 bonus to attack and damage rolls you make with those weapons.
Multiclass Handwave
Multiclass requires no minimum ability scores.
Quick and Dirty Class Changes
Barbarian
Berserker
Frenzy is reworded.
Frenzy
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. This attack uses your Strength modifier, its damage die is a d4, and it deals your choice of bludgeoning, piercing or slashing damage.
Druid
Wild Shape is reworded.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this ability at will. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
While you are transformed, the following rules apply:
• Your game statistics remain your own, except when noted here.
• You can roll a d4 in place of the normal damage of your unarmed strike. Your unarmed strike damage type is the same as your form's natural weapons.
• Your AC becomes 13 + Dexterity modifier.
• You gain all of the creature's skill and saving throw proficiencies, using your own Proficiency bonus.
• You gain all of the creature's natural abilities and senses, like Darkvision, movement speed, Pack Tactics and Pounce, but not its natural weapons or special attack options, like Multiattack. If the creature has any legendary or lair actions, you can’t use them.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Moon Circle
Circle Forms and Primal Strike are reworded.
Circle Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
While you are transformed, the following rules apply:
• You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
• Your unarmed damage changes as you gain druid levels, at the same rate as a Monk of the same level.
• Your AC becomes 12 + Proficiency bonus + Dexterity modifier.
Primal Strike
Starting at 6th level, while in beast form you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Fighter
The fighter class gain the Combat Superiority ability at 1st level and Relentless at 13th.
Combat Superiority
At 1st level, you learn several martial maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuvers of your choice at 5th, 9th, 13th, 17th. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority dice. You have two superiority dice, which are d6s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Relentless
Starting at 13th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Arcane Archer
Arcane Shot is reworded. Ever-Ready shot is removed, as it’s unneeded because of the Fighter’s Relentless ability.
Arcane Shot
Replace “You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.” with “Using this ability spends one of your superiority dice.”
Battlemaster
Combat Superiority is reworded.
Master Combat Superiority
When you choose this archetype at 3rd level, you improve your maneuver ability.
Maneuvers. You learn one additional maneuver of your choice. You learn one additional maneuver of your choice at 7th, 10th and 15th level. And the end of a Long Rest you may replace one maneuver you know with a different one.
Superiority Dice. Your superiority dice turn into d8. You also gain two additional superiority dice. You gain another superiority die at 7th level, and one more at 15th level.
Cavalier
Unwavering Mark and Warding Maneuver are reworded. The Cavalier gains the Extra Combat Superiority ability at 3rd level.
Extra Combat Superiority
When you choose this archetype at 3rd level, you gain two additional superiority dice. You gain another superiority die at 7th level, and one more at 15th level.
Unwavering Mark
Replace “you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.” with “, using this ability spends one of your superiority dice.”
Warding Maneuver
Replace “you can roll 1d8 as a reaction” with “you can expend one superiority die as a reaction”. Replace “You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.” with “Using this ability spends one of your superiority dice.”
Champion
The Champion gain the Always Armed ability at 3rd level.
Always Armed
When you choose this archetype at 3rd level, you become proficient with improvised weapons and your unarmed strikes use a d4 for damage.
Samurai
Fighting Spirit is reworded. Tireless Spirit is removed, as it’s unneeded because of the Fighter’s Relentless ability. The Samurai gains the Focused Combat Superiority ability at 3rd level, and Improved Combat Superiority at 10th.
Focused Combat Superiority
When you choose this archetype at 3rd level, your superiority turn into d8.
Fighting Spirit
Replace “You can use this feature three times, and you regain all expended uses of it when you finish a long rest.” with “, using this ability spends one of your superiority dice.”
Improved Combat Superiority
When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.
Monk
Add the following line to the Ki ability: “You can use your Ki save DC in place of the normal save DC of an attack option, such as Grapple or Shove.”
Way of the Four Elements
All Ki costs are reduced by 1. Whenever an Elemental Discipline allows you to learn and cast a specific spell that deals Acid, Fire, Cold, Lighting or Thunder damage (such as Burning Hands or Fireball), you can choose to learn any other spell of the same level that deals Acid, Fire, Cold, Lighting or Thunder damage (such as Ice Knife or Lightning Bolt).
Ranger
Use the UA Revised Ranger
Beast Master
Animal Companion and Beast Bond are reworded.
Animal Companion
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose for your familiar to assume the form of any beast that has a challenge rating of 1/4 or lower. It gains all the benefits of your Companion's Bond ability.
Beast Bond
Add the following bullet point to the ability.
• Unlike other familiars, the companion can take the Attack action normally.
General Rules
Charges, not Ammo
Just like melee attacks represent multiple swings, feints and parries, it is assumed that each ranged attack represents multiple shots, with a character reloading whenever the opportunity presents itself.
Instead of counting each and every spent projectile, the player writes down a single Charge of ammo on its character sheet. A charge is an arbitrary narrative number, between 5 and 20 shots, similar to a “quiver”, and is the only unit a player needs to care about. Whenever a player roll a 5- on an attack roll with a ranged weapon that has the Ammunition property, at the end of the attack one ammunition charge is spent. If the weapon has the Loading property it must be loaded again. The Loading property is changed as thus:
Loading. Because of the time required to load this weapon, after spending a charge of ammunition you must spend an action reloading this weapon before being able to attack again with it.
Encumbrance
Players don't count wieight but carried items. Instead characters can carry any number of individual items up to their Strenght score. If a character carries weight in excess of that, he is encumbered, which means its speed drops by 20 feet and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Items are assumed to be carried in the most efficient fashion, so any item can be accessed with an item interaction action.
Backpacks and other containers. Any item securely stored within a container (such as an extra quiver or a set of thieves's tools inside a backpack) don't count against a character's limit of carried items. On the other hand such items can only be accessed by taking a whole action to reach them.
Gritty Realism
A short rest is 8 hours and a long rest is 5 days.
Heroic First Aid
As an action, you can spend one use of a healer’s kit to tend to a creature, allowing it to spend a single Hit Die as if on a short rest. The creature can’t regain hit points like this again until it finishes a short or long rest.
Instant Death
When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your Constitution Score.
DiBastet's Favorite HP-Reduction Rule
The hit points formula is changed as thus:
Hit Points at 1st Level: Constitution score + half your class' Hit Die maximum (3 for d6, 4 for d8, 5 for d10 and 6 for d12).
Hit Points at Higher Levels: Half your class' Hit Die maximum.
NPC Hit Points: Instead of following a formula NPC's Hit Points are simply reduced by half.
Combat House Rules
Attack Options
Using the Attack action, you can make a special attack. Instead of making an attack roll, you use one of the Attack Options below. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The save DC for any of these options equals 8 + your proficiency bonus + the stat modifier listed in the option.
Climbing onto a Bigger Creature
You can climb on a creature that is at least two sizes larger than you and is within your reach. Using at least one free hand, you try to cling to the target. The target must make a Dexterity saving throw. The save DC uses your Strength modifier. On a failed save you successfully moves into the target's creature space and clings to its body. While in the target's space, the you move with the target and have advantage on attack rolls against it.
Shaking Off. The larger creature can use its action to remove you. When it does so you must make a Strength or Dexterity saving throw (you choose the ability to use). The save DC uses the target’s Strength modifier. On a failed save you land on a space adjacent to the target, of its choice.
Disarm
The target must make a Strength or Dexterity saving throw (the target chooses the ability to use). The save DC uses your Strength modifier. On a failed save, it drops the object you choose. The object lands at its feet.
Grapple
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target. The target must make a Strength or Dexterity saving throw (the target chooses the ability to use). The save DC uses your Strength modifier. On a failed save, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength or Dexterity saving throw at the same DC.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Shove
The target must make a Strength or Dexterity saving throw (the target chooses the ability to use). The save DC uses your Strength modifier. On a failed save, you either knock the target prone or push it 10 feet away from you.
Taunt
The target must make a Wisdom saving throw. The save DC uses your Charisma modifier. On a failed save, it has disadvantage on attack rolls against creatures other than you until the end of your next turn.
Threaten
The target must make a Wisdom saving throw. The save DC uses your Charisma modifier. On a failed save, it is frightened of you until the end of your next turn.
Theater of the Mind and Combat Zones
Action scenes are divided in Zones, narrative regions of arbitrary size, typically around 30 ft across. A narrative zone may be connected to adjacent narrative Zones. For example, a tavern brawl might primarily happen on the tavern floor (one zone), while some of it might also happen on the stairs and balconies of the upper floor (another zone, adjacent to the main one), or the immediate region outside of the front door (another zone, adjacent to the main one). Characters don’t move on a grid, but if required they move from narrative Zone to another.
https://i.imgur.com/NDw5Zyx.jpg
Fig 1. a visual example of using three combat zones.
Attacks in Combat Zones
Melee: Every creature on the same Zone is considered to be in melee range (within 5ft) with any other creature in the same Zone.
Ranged: Anything on the same zone as a creature is also considered to be up to 30ft away for range purposes. Creatures one zone away are from 31ft up to 60ft away. Each zone adds another 30ft to the distance.
Movement in Combat Zones
A creature that moves between 15 and 40ft per turn may move from one zone to another by using its move. A creature that moves between 45 and 70ft may move up to two zones, and every 30 additional feet increase the number of zones by 1. When a creature leaves a combat zone it takes up to 1d4-1 opportunity attacks from hostile creatures within the zone, provided there are enough opponents for that.
Dash: When using the dash action a creature may move the number of zones allowed by its movement.
Disengage: When using the Disengage your movement doesn’t provoke opportunity attacks for the rest of the turn.
Targets in Areas of Effect in Combat Zones
The number of creatures affected by an area of effect is random. Any area that covers a 30 ft circle hits everything in the zone. Areas larger than that may cover or hit multiple zones by the DM’s discretion.
Circle, Cylinder or Sphere: 1d2 + Radius / 5.
Cone: 1d2 + Size / 10.
Cube or Square: 1d2 + Size / 5.
Line: 1d2 + Length / 30.
Two Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, or attack with any weapon on one hand and weapon with a d4 damage die or lower on the other, you add the two weapon damage dice together when rolling for damage with your attacks. You can use either weapon damage type. If either weapon has a special property, such as Reach, Throw or magical abilities, when you make an attack roll you can choose that the abilities from one of the weapons apply to your attack.
Note: If using DiBastet's Simplified Weapons and Armor below, use the weapon's Simple damage die to determine if it's compatible with two weapon fighting, before applying any damage die increase. In other words a larger creature or a character with martial proficiency isn't penalized because he increases his damage die.
DiBastet's Simplified Weapons and Armor
Weapons and armor are simplified and have specific names removed from their stats, so each stat may represent a wide range of armament. A Finesse weapon might be a rapier, a sidesword or saber, while a medium armor might be brigandine, light chainmail or anything else the DM and player might come up with.
Proficiency
Since there are no specific weapon stats, there is no specific weapon proficiencies. Sorcerer and Wizard have no weapon proficiency. Bard, Cleric, Druid, Monk, Rogue and Warlock have Simple Weapon proficiency. Barbarian, Fighter, Paladin and Ranger have Martial Weapon proficiency. Any racial weapon training becomes Martial Weapon proficiency.
The point of Martial Proficiency
There are no different lists for simple and martial weapons. Instead characters who are proficient in no weapons or Simple weapons only use the first damage value; characters proficient in Martial weapons use the second damage value.
Name
Price
AC
Steatlh
Weight
Light Armor
Light I
5gp
11 + Dex modifier
-
8 lbs
Light II
50gp
12 + Dex modifier
-
10 lbs
Medium Armor
Medium I
50gp
13 + Dex modifier (max 2)
-
20 lbs
Medium II
500gp
15 + Dex modifier (max 2)
Disadvantage
40 lbs
Heavy Armor
Heavy I
75gp
16
Disadvantage
55 lbs
Heavy II
1000gp
18
Disadvantage
65 lbs
Shield
Shield
10gp
+2
-
6 lbs
[/tr]
Name
Price
Damage (Simple)
Damage (Martial)
Weight
Properties
Melee Weapons
Finesse
10 gp
1d6
1d8
2 lb
Finesse
Heavy
15 gp
1d10
2d6
4 lb
Heavy, two-handed
Light
2 gp
1d6
1d8
4 lb
Light
Light, Finesse
2 gp
1d4
1d6
1 lb
Finesse, light, thrown (range 20/60)
Polearm
2 gp
1d4
1d6
2 lb
Versatile (1d6 or 1d8), thrown (range 20/60)
Polearm, Heavy
8 gp
1d8
1d10
4 lb
Heavy, two-handed, reach
Polearm, Mounted
10 gp
1d10
1d12
6 lb
Reach, special
Primitive
1 sp
1d4
1d6
2 lb
Light
Primitive, Throwable
5 sp
1d4
1d6
2 lb
Light, thrown (range 30/120)
Throwable
2 gp
1d6
1d8
2 lb
Thrown (range 20/60)
Versatile
5 gp
1d6
1d8
3 lb
Versatile (1d8 or 1d10)
Whip
2 gp
1
1d4
3 lb
Finesse, reach
Ranged Weapons
Blunderbuss
25 gp
1d8/1d6
1d10/1d8
6 lb
Ammunition (range 30/120), firearm, heavy, loading, two-handed
Bow
25 gp
1d6
1d8
2 lb
Ammunition (range 150/600), two-handed
Capturing
1 gp
-
-
3 lb
Special, thrown (range 10/30)
Carbine
30 gp
1d10
1d12
6 lb
Ammunition (range 150/600), firearm, loading, two-handed
Crossbow
25 gp
1d8
1d10
5 lb
Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, hand
30 gp
1d4
1d6
3 lb
Ammunition (range 30/120), light, loading
Pistol
30 gp
1d8
1d10
3 lb
Ammunition (range 150/600), firearm, loading, two-handed
Pistol, Light
20 gp
1d6
1d8
2 lb
Ammunition (range 100/400), firearm, light, loading
Primitive
1 sp
1d4
1d6
-
Ammunition (range 30/120)
Rifle
50 gp
1d12
2d8
8 lb
Ammunition (range 180/720), firearm, heavy, loading, two-handed
Throwing
5 cp
1d4
1d6
0,25 lb
Finesse, thrown (range 20/60)
Weapon Properties
Capturing Weapon. A Large or smaller creature hit by a capturing weapon is restrained until it is freed. It has no effect on creatures that are formless, or creatures that are two or more sizes larger than the user. A creature can use its action to make a DC 10 Strength saving throw, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the capturing weapon (AC 10) also frees the creature without harming it, ending the effect and destroying the weapon.
Blunderbuss. When you make an attack roll with this weapon at close range you use the first damage die, and the second one on attacks made at long range.
Firearm. When you roll a natural 1 on an attack roll with this weapon it jams and stops working. When it becomes wet it jams and stops working. You must spend one minute and make a DC 10 Gunsmith tool check to unjam it. Not all settings have firearms available.
Loading. Because of the time required to load this weapon, after spending a charge of ammunition you must spend an action reloading this weapon before being able to attack again with it.
Polearm, Mounted. You have disadvantage when you use a mounted polearm to attack a target within 5 feet of you. Also, a mounted polearm requires two hands to wield when you aren’t mounted.
Reach. You may choose to not count as being within 5 feet of opponents in the same zone when using this weapon.
Without further ado.
Character Options Rules
Feats are Amazing
Every character receives a feat at 1st level. The Human race is changed as thus:
Human
Ability Score Increase: Three different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Adaptable: Once per short rest you can give yourself advantage to a single ability check, attack roll or saving throw. Once you use this ability you can’t use it again until you finish a short or long rest.
Fighting Styles
The following fighting styles are changed:
Great Weapon Fighting
When you attack with a melee weapon that you are wielding with two hands, you increase the weapon’s damage die type by one step. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you gain a +1 bonus to attack and damage rolls you make with those weapons.
Multiclass Handwave
Multiclass requires no minimum ability scores.
Quick and Dirty Class Changes
Barbarian
Berserker
Frenzy is reworded.
Frenzy
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. This attack uses your Strength modifier, its damage die is a d4, and it deals your choice of bludgeoning, piercing or slashing damage.
Druid
Wild Shape is reworded.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this ability at will. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
While you are transformed, the following rules apply:
• Your game statistics remain your own, except when noted here.
• You can roll a d4 in place of the normal damage of your unarmed strike. Your unarmed strike damage type is the same as your form's natural weapons.
• Your AC becomes 13 + Dexterity modifier.
• You gain all of the creature's skill and saving throw proficiencies, using your own Proficiency bonus.
• You gain all of the creature's natural abilities and senses, like Darkvision, movement speed, Pack Tactics and Pounce, but not its natural weapons or special attack options, like Multiattack. If the creature has any legendary or lair actions, you can’t use them.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Moon Circle
Circle Forms and Primal Strike are reworded.
Circle Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
While you are transformed, the following rules apply:
• You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
• Your unarmed damage changes as you gain druid levels, at the same rate as a Monk of the same level.
• Your AC becomes 12 + Proficiency bonus + Dexterity modifier.
Primal Strike
Starting at 6th level, while in beast form you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Fighter
The fighter class gain the Combat Superiority ability at 1st level and Relentless at 13th.
Combat Superiority
At 1st level, you learn several martial maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuvers of your choice at 5th, 9th, 13th, 17th. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority dice. You have two superiority dice, which are d6s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Relentless
Starting at 13th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Arcane Archer
Arcane Shot is reworded. Ever-Ready shot is removed, as it’s unneeded because of the Fighter’s Relentless ability.
Arcane Shot
Replace “You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.” with “Using this ability spends one of your superiority dice.”
Battlemaster
Combat Superiority is reworded.
Master Combat Superiority
When you choose this archetype at 3rd level, you improve your maneuver ability.
Maneuvers. You learn one additional maneuver of your choice. You learn one additional maneuver of your choice at 7th, 10th and 15th level. And the end of a Long Rest you may replace one maneuver you know with a different one.
Superiority Dice. Your superiority dice turn into d8. You also gain two additional superiority dice. You gain another superiority die at 7th level, and one more at 15th level.
Cavalier
Unwavering Mark and Warding Maneuver are reworded. The Cavalier gains the Extra Combat Superiority ability at 3rd level.
Extra Combat Superiority
When you choose this archetype at 3rd level, you gain two additional superiority dice. You gain another superiority die at 7th level, and one more at 15th level.
Unwavering Mark
Replace “you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.” with “, using this ability spends one of your superiority dice.”
Warding Maneuver
Replace “you can roll 1d8 as a reaction” with “you can expend one superiority die as a reaction”. Replace “You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.” with “Using this ability spends one of your superiority dice.”
Champion
The Champion gain the Always Armed ability at 3rd level.
Always Armed
When you choose this archetype at 3rd level, you become proficient with improvised weapons and your unarmed strikes use a d4 for damage.
Samurai
Fighting Spirit is reworded. Tireless Spirit is removed, as it’s unneeded because of the Fighter’s Relentless ability. The Samurai gains the Focused Combat Superiority ability at 3rd level, and Improved Combat Superiority at 10th.
Focused Combat Superiority
When you choose this archetype at 3rd level, your superiority turn into d8.
Fighting Spirit
Replace “You can use this feature three times, and you regain all expended uses of it when you finish a long rest.” with “, using this ability spends one of your superiority dice.”
Improved Combat Superiority
When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.
Monk
Add the following line to the Ki ability: “You can use your Ki save DC in place of the normal save DC of an attack option, such as Grapple or Shove.”
Way of the Four Elements
All Ki costs are reduced by 1. Whenever an Elemental Discipline allows you to learn and cast a specific spell that deals Acid, Fire, Cold, Lighting or Thunder damage (such as Burning Hands or Fireball), you can choose to learn any other spell of the same level that deals Acid, Fire, Cold, Lighting or Thunder damage (such as Ice Knife or Lightning Bolt).
Ranger
Use the UA Revised Ranger
Beast Master
Animal Companion and Beast Bond are reworded.
Animal Companion
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose for your familiar to assume the form of any beast that has a challenge rating of 1/4 or lower. It gains all the benefits of your Companion's Bond ability.
Beast Bond
Add the following bullet point to the ability.
• Unlike other familiars, the companion can take the Attack action normally.
General Rules
Charges, not Ammo
Just like melee attacks represent multiple swings, feints and parries, it is assumed that each ranged attack represents multiple shots, with a character reloading whenever the opportunity presents itself.
Instead of counting each and every spent projectile, the player writes down a single Charge of ammo on its character sheet. A charge is an arbitrary narrative number, between 5 and 20 shots, similar to a “quiver”, and is the only unit a player needs to care about. Whenever a player roll a 5- on an attack roll with a ranged weapon that has the Ammunition property, at the end of the attack one ammunition charge is spent. If the weapon has the Loading property it must be loaded again. The Loading property is changed as thus:
Loading. Because of the time required to load this weapon, after spending a charge of ammunition you must spend an action reloading this weapon before being able to attack again with it.
Encumbrance
Players don't count wieight but carried items. Instead characters can carry any number of individual items up to their Strenght score. If a character carries weight in excess of that, he is encumbered, which means its speed drops by 20 feet and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Items are assumed to be carried in the most efficient fashion, so any item can be accessed with an item interaction action.
Backpacks and other containers. Any item securely stored within a container (such as an extra quiver or a set of thieves's tools inside a backpack) don't count against a character's limit of carried items. On the other hand such items can only be accessed by taking a whole action to reach them.
Gritty Realism
A short rest is 8 hours and a long rest is 5 days.
Heroic First Aid
As an action, you can spend one use of a healer’s kit to tend to a creature, allowing it to spend a single Hit Die as if on a short rest. The creature can’t regain hit points like this again until it finishes a short or long rest.
Instant Death
When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your Constitution Score.
DiBastet's Favorite HP-Reduction Rule
The hit points formula is changed as thus:
Hit Points at 1st Level: Constitution score + half your class' Hit Die maximum (3 for d6, 4 for d8, 5 for d10 and 6 for d12).
Hit Points at Higher Levels: Half your class' Hit Die maximum.
NPC Hit Points: Instead of following a formula NPC's Hit Points are simply reduced by half.
Combat House Rules
Attack Options
Using the Attack action, you can make a special attack. Instead of making an attack roll, you use one of the Attack Options below. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The save DC for any of these options equals 8 + your proficiency bonus + the stat modifier listed in the option.
Climbing onto a Bigger Creature
You can climb on a creature that is at least two sizes larger than you and is within your reach. Using at least one free hand, you try to cling to the target. The target must make a Dexterity saving throw. The save DC uses your Strength modifier. On a failed save you successfully moves into the target's creature space and clings to its body. While in the target's space, the you move with the target and have advantage on attack rolls against it.
Shaking Off. The larger creature can use its action to remove you. When it does so you must make a Strength or Dexterity saving throw (you choose the ability to use). The save DC uses the target’s Strength modifier. On a failed save you land on a space adjacent to the target, of its choice.
Disarm
The target must make a Strength or Dexterity saving throw (the target chooses the ability to use). The save DC uses your Strength modifier. On a failed save, it drops the object you choose. The object lands at its feet.
Grapple
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target. The target must make a Strength or Dexterity saving throw (the target chooses the ability to use). The save DC uses your Strength modifier. On a failed save, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength or Dexterity saving throw at the same DC.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Shove
The target must make a Strength or Dexterity saving throw (the target chooses the ability to use). The save DC uses your Strength modifier. On a failed save, you either knock the target prone or push it 10 feet away from you.
Taunt
The target must make a Wisdom saving throw. The save DC uses your Charisma modifier. On a failed save, it has disadvantage on attack rolls against creatures other than you until the end of your next turn.
Threaten
The target must make a Wisdom saving throw. The save DC uses your Charisma modifier. On a failed save, it is frightened of you until the end of your next turn.
Theater of the Mind and Combat Zones
Action scenes are divided in Zones, narrative regions of arbitrary size, typically around 30 ft across. A narrative zone may be connected to adjacent narrative Zones. For example, a tavern brawl might primarily happen on the tavern floor (one zone), while some of it might also happen on the stairs and balconies of the upper floor (another zone, adjacent to the main one), or the immediate region outside of the front door (another zone, adjacent to the main one). Characters don’t move on a grid, but if required they move from narrative Zone to another.
https://i.imgur.com/NDw5Zyx.jpg
Fig 1. a visual example of using three combat zones.
Attacks in Combat Zones
Melee: Every creature on the same Zone is considered to be in melee range (within 5ft) with any other creature in the same Zone.
Ranged: Anything on the same zone as a creature is also considered to be up to 30ft away for range purposes. Creatures one zone away are from 31ft up to 60ft away. Each zone adds another 30ft to the distance.
Movement in Combat Zones
A creature that moves between 15 and 40ft per turn may move from one zone to another by using its move. A creature that moves between 45 and 70ft may move up to two zones, and every 30 additional feet increase the number of zones by 1. When a creature leaves a combat zone it takes up to 1d4-1 opportunity attacks from hostile creatures within the zone, provided there are enough opponents for that.
Dash: When using the dash action a creature may move the number of zones allowed by its movement.
Disengage: When using the Disengage your movement doesn’t provoke opportunity attacks for the rest of the turn.
Targets in Areas of Effect in Combat Zones
The number of creatures affected by an area of effect is random. Any area that covers a 30 ft circle hits everything in the zone. Areas larger than that may cover or hit multiple zones by the DM’s discretion.
Circle, Cylinder or Sphere: 1d2 + Radius / 5.
Cone: 1d2 + Size / 10.
Cube or Square: 1d2 + Size / 5.
Line: 1d2 + Length / 30.
Two Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, or attack with any weapon on one hand and weapon with a d4 damage die or lower on the other, you add the two weapon damage dice together when rolling for damage with your attacks. You can use either weapon damage type. If either weapon has a special property, such as Reach, Throw or magical abilities, when you make an attack roll you can choose that the abilities from one of the weapons apply to your attack.
Note: If using DiBastet's Simplified Weapons and Armor below, use the weapon's Simple damage die to determine if it's compatible with two weapon fighting, before applying any damage die increase. In other words a larger creature or a character with martial proficiency isn't penalized because he increases his damage die.
DiBastet's Simplified Weapons and Armor
Weapons and armor are simplified and have specific names removed from their stats, so each stat may represent a wide range of armament. A Finesse weapon might be a rapier, a sidesword or saber, while a medium armor might be brigandine, light chainmail or anything else the DM and player might come up with.
Proficiency
Since there are no specific weapon stats, there is no specific weapon proficiencies. Sorcerer and Wizard have no weapon proficiency. Bard, Cleric, Druid, Monk, Rogue and Warlock have Simple Weapon proficiency. Barbarian, Fighter, Paladin and Ranger have Martial Weapon proficiency. Any racial weapon training becomes Martial Weapon proficiency.
The point of Martial Proficiency
There are no different lists for simple and martial weapons. Instead characters who are proficient in no weapons or Simple weapons only use the first damage value; characters proficient in Martial weapons use the second damage value.
Name
Price
AC
Steatlh
Weight
Light Armor
Light I
5gp
11 + Dex modifier
-
8 lbs
Light II
50gp
12 + Dex modifier
-
10 lbs
Medium Armor
Medium I
50gp
13 + Dex modifier (max 2)
-
20 lbs
Medium II
500gp
15 + Dex modifier (max 2)
Disadvantage
40 lbs
Heavy Armor
Heavy I
75gp
16
Disadvantage
55 lbs
Heavy II
1000gp
18
Disadvantage
65 lbs
Shield
Shield
10gp
+2
-
6 lbs
[/tr]
Name
Price
Damage (Simple)
Damage (Martial)
Weight
Properties
Melee Weapons
Finesse
10 gp
1d6
1d8
2 lb
Finesse
Heavy
15 gp
1d10
2d6
4 lb
Heavy, two-handed
Light
2 gp
1d6
1d8
4 lb
Light
Light, Finesse
2 gp
1d4
1d6
1 lb
Finesse, light, thrown (range 20/60)
Polearm
2 gp
1d4
1d6
2 lb
Versatile (1d6 or 1d8), thrown (range 20/60)
Polearm, Heavy
8 gp
1d8
1d10
4 lb
Heavy, two-handed, reach
Polearm, Mounted
10 gp
1d10
1d12
6 lb
Reach, special
Primitive
1 sp
1d4
1d6
2 lb
Light
Primitive, Throwable
5 sp
1d4
1d6
2 lb
Light, thrown (range 30/120)
Throwable
2 gp
1d6
1d8
2 lb
Thrown (range 20/60)
Versatile
5 gp
1d6
1d8
3 lb
Versatile (1d8 or 1d10)
Whip
2 gp
1
1d4
3 lb
Finesse, reach
Ranged Weapons
Blunderbuss
25 gp
1d8/1d6
1d10/1d8
6 lb
Ammunition (range 30/120), firearm, heavy, loading, two-handed
Bow
25 gp
1d6
1d8
2 lb
Ammunition (range 150/600), two-handed
Capturing
1 gp
-
-
3 lb
Special, thrown (range 10/30)
Carbine
30 gp
1d10
1d12
6 lb
Ammunition (range 150/600), firearm, loading, two-handed
Crossbow
25 gp
1d8
1d10
5 lb
Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, hand
30 gp
1d4
1d6
3 lb
Ammunition (range 30/120), light, loading
Pistol
30 gp
1d8
1d10
3 lb
Ammunition (range 150/600), firearm, loading, two-handed
Pistol, Light
20 gp
1d6
1d8
2 lb
Ammunition (range 100/400), firearm, light, loading
Primitive
1 sp
1d4
1d6
-
Ammunition (range 30/120)
Rifle
50 gp
1d12
2d8
8 lb
Ammunition (range 180/720), firearm, heavy, loading, two-handed
Throwing
5 cp
1d4
1d6
0,25 lb
Finesse, thrown (range 20/60)
Weapon Properties
Capturing Weapon. A Large or smaller creature hit by a capturing weapon is restrained until it is freed. It has no effect on creatures that are formless, or creatures that are two or more sizes larger than the user. A creature can use its action to make a DC 10 Strength saving throw, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the capturing weapon (AC 10) also frees the creature without harming it, ending the effect and destroying the weapon.
Blunderbuss. When you make an attack roll with this weapon at close range you use the first damage die, and the second one on attacks made at long range.
Firearm. When you roll a natural 1 on an attack roll with this weapon it jams and stops working. When it becomes wet it jams and stops working. You must spend one minute and make a DC 10 Gunsmith tool check to unjam it. Not all settings have firearms available.
Loading. Because of the time required to load this weapon, after spending a charge of ammunition you must spend an action reloading this weapon before being able to attack again with it.
Polearm, Mounted. You have disadvantage when you use a mounted polearm to attack a target within 5 feet of you. Also, a mounted polearm requires two hands to wield when you aren’t mounted.
Reach. You may choose to not count as being within 5 feet of opponents in the same zone when using this weapon.