~stick/campaign

3a2c3bbf5859ba94aac18fd612d8680d88791ee0 — Stick 2 years ago f36457a
drafting house rules document
2 files changed, 116 insertions(+), 1 deletions(-)

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# Stick's House Rules

## Eldritch Blast

### Source

### Discussion

### Ruling

> ### Eldritch Blast
>
> Evocation cantrip
>
> Casting Time: 1 action
>
> Range: 120 feet
>
> Components: V, S
>
> Duration: Instantaneous
>
> A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
>
> The spell creates more than one beam when you reach higher levels **in the Warlock class**: two beams at 5th level, three beams at 11th level, and four beams at 17th level.
> You can direct the beams at the same target or at different ones.
> Make a separate attack roll for each beam.
>
> [Basic Rules](https://www.dndbeyond.com/sources/basic-rules/spells#EldritchBlast)

## _Heavy_ Weapon Cleave

### Source

> In my campaigns, we use a variant rule that allows "overflow" damage to cleave through adjacent enemies when using heavy melee weapons. For example, say you hit a kobold with your greatsword and do 11 damage. The kobold only has something like 5 hit points, so you can make an extra attack against an enemy adjacent to the kobold (in your reach, of course). If this attack hits, you apply the remainder of your damage. This continues until either you miss an attack roll or run out of damage from your initial attack.
>
> [beef_swellington](https://www.reddit.com/r/dndnext/comments/2tug11/comment/co2q3p0/)

### Discussion

Heck yes!
If a goliath with a greataxe wades into a sea of kobolds packed together, one swipe of that axe ought to be able to take out more than one foe.
A two-weapon fighting character with two attacks and one bonus attack using handaxes can probably kill two or three foes in one turn; why not let the great weapon fighter do the same?
And who doesn't want to shoot an arrow through one goblin and skewer a second?

### Ruling

When you make an attack using a weapon with which you are proficient and which has the _heavy_ property, and the damage which the target of your attack receives (after applying resistances, etc) exceeds the target's hit point total, any remaining damage can be carried over to another target.

- If the original attack was a melee weapon attack (and not _thrown_), choose a target within your reach that is adjacent to your original target.

- If the original attack was a _ranged_ or _thrown_ weapon attack, choose a target within the weapon's base range which is behind the original target along your line of sight.

Make an attack roll against the new target.
On a hit, the remaining damage from your original damage roll is applied to the new target.
If the applied damage (after applying resistances, etc) exceeds the new target's hit point total, you may cascade the remaining damage according to the same rules.

## Hex Warrior

### Source

> The entirety of Hex Warrior could be transferred to the base abilities of Pact of the Blade, making a 1-level dip into a 3-level dip for charisma weapons while still keeping Hexblade as arguably the strongest patron.
>
> [Pineato](https://www.reddit.com/r/3d6/comments/swa14q/comment/hxmc5t6/)

> Which balances it out with the 3 level dip in artificer for Intelligence weapons.
>
> [Jsamue](https://www.reddit.com/r/3d6/comments/swa14q/comment/hxmzscb/)

### Discussion

### Ruling

> ### Hex Warrior
>
> At 1st level, you acquire the training necessary to effectively arm yourself for battle.
> You gain proficiency with medium armor, shields, and martial weapons.
>
> **Starting at 3rd level,** the influence of your patron also allows you to mystically channel your will through ~~a particular~~ **your pact** weapon.
> ~~Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property.~~
> When you attack with ~~that~~ **your pact** weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
> ~~This benefit lasts until you finish a long rest.~~
> If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

## Shield

### Source

> House Rule #1: No Shield Spell
>
> [Treantmonk](https://youtu.be/PbsTKreJwsk)

### Discussion

Meh.
I'm not much for banning it outright, but it seems ridiculous to be able to throw up a forcefield _after_ being hit.
You need to react quickly and throw up the forcefield as soon as you notice the attack being made.

### Ruling

> ### Shield
>
> 1st-level abjuration
>
> Casting Time: 1 reaction, which you take when you are ~~hit by an attack or~~ targeted by **an attack or** the [magic missile](https://www.dndbeyond.com/sources/basic-rules/spells#MagicMissile) spell **which you can see**
>
> Range: Self
>
> Components: V, S
>
> Duration: 1 round
>
> An invisible barrier of magical force appears and protects you.
> Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from [magic missile](https://www.dndbeyond.com/sources/basic-rules/spells#MagicMissile).
>
> [Basic Rules](https://www.dndbeyond.com/sources/basic-rules/spells#Shield)

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  >       1. Describe any changes in time and space,
  >       1. And reset the scene (go back to the top), noting any consequences.

- [Heavy Weapon Cleave Rule Variant](https://www.reddit.com/r/dndnext/comments/2tug11/comment/co2q3p0/)
- [How to Help!](https://www.gmbinder.com/share/-Mpcg8Yysh1tDpNh9r15)
- ~~[Sane Magic Item Prices](https://forums.giantitp.com/showthread.php?424243-Sane-Magic-Item-Prices)~~ [Use](https://i.4pcdn.org/tg/1597840172579.pdf) the [Discerning Merchant's Guide](https://www.dmsguild.com/product/205126/Discerning-Merchants-Price-Guide)
- [The Monster Harvester's Handbook](http://www.arcanatimes.com/wp-content/uploads/2017/01/The-Monster-Harvester-Handbook.pdf)