The document provides additional rules for various gameplay mechanics in Dungeons and Dragons including: drinking healing potions, fighting in close spaces, silvered weapons, trouble with heavy armors, whip tricks, auto dictate training, resurrection rules, and battle effects.
The document provides additional rules for various gameplay mechanics in Dungeons and Dragons including: drinking healing potions, fighting in close spaces, silvered weapons, trouble with heavy armors, whip tricks, auto dictate training, resurrection rules, and battle effects.
The document provides additional rules for various gameplay mechanics in Dungeons and Dragons including: drinking healing potions, fighting in close spaces, silvered weapons, trouble with heavy armors, whip tricks, auto dictate training, resurrection rules, and battle effects.
The document provides additional rules for various gameplay mechanics in Dungeons and Dragons including: drinking healing potions, fighting in close spaces, silvered weapons, trouble with heavy armors, whip tricks, auto dictate training, resurrection rules, and battle effects.
DRINKING A HEALING POTION handled with the whip you can make an For a character drink a Healing Potion, he or Dexterity (Acrobatic) check DC20. The object she can use its bonus action to do so. cant weight more than 10 pounds, and must Administer a healing Potion to other creature have a space to the whip wraparound of it. If still a Action. you succeeds you pull the object towards you and can catch as an interaction with FIGHTING IN CLOSE SPACE one object on the turn, or let pass away. When fighting in a corridor or local, with 5ft As an Example: you can target a war large or height or less, or similar. The Creature hammer outstand in a wall and make it fly has disadvantage on attack rolls made with towards you!! Slashing or Bludgeoning Melee weapons that has the Two Handed or Versatile propriety (If ADDITIONAL ACTIONS used with both hands). See in the dungeon master guide, Dungeon Master Workshop page 271. SILVERED WEAPONS The Following rules are used in the game: As an additional effect, all silvered are Climb onto a bigger creature, Disarm, effective against undead. Which means that Overrun, Shove aside and Tumble. if a undead creature has resistance to slashing, piercing and bludgeoning damage ADDITIONAL RULES of nonmagical weapons, they also take See Xanathar’s Guide to Everything, normal damage of silvered weapons, if it’s Dungeon Master’s Tools, page 77. The immune to such damages, it becomes following rules are used in the game: Falling resistant. and Rate of Falling (Except that there is no Limit of Dice to calculate the falling TROUBLE’S WITH HEAVY ARMORS damage), Flyng Creatures and Falling, When wearing an armor who gives Adamantine Weapons, Tying Knots, Tools disadvantage on stealth checks. You also has Proficiencies, Perceiving a Caster at Work, disadvantage with Dexterity (Acrobatics) Identifying a Spell, Invalid Spell Targets. check and Strength (Athletics) checks made Also all the Downtime Revisited Rules in Page to swim. 123.
WHIP TRICKS, MORE OPTIONS FOR WHIPS
Whip Swing. You can make an Acrobatic Check if you are proficient with a Whip and Acrobatics to jump across gaps. The point must have a anchoring point that you can grapple with your whip, and that is at least 10ft of you. When you do so, you use you Dexterity or Strength Score to calculate your jump distant to that jump, and it is considered that you run 10ft before made it. Disarm Whip. You can attempt to disarm an opponent with your whip (See the Disarm Action in the DMG). You do this check with you Dexterity (Acrobatics). Trip Trick. You can make a Shove Action in the range of the weapon, by attaching the whip point to an opponent on size larger or smaller than you. You make a Normal Shove Action, if succeeds you knock the target prone or pull him 5ft towards you. AUTO DICTATE TRAINING RESSURECTION RULES Given enough free time and a Teaching If a Character is dead, and a resurrection is book, a character with an intelligence attempted by a spell or spell effect with modifier of 1 or more, can learn a language longer than a one action casting time, a or pick up proficiency with a tool. Resurrection challenge is initiated. Resources. To do training in a language or Up to 3 members of the adventuring party tool take at least ten workweeks, but this time can offer to contribute to the ritual via a is reduced by a number of workweeks equal Contribution Skill check. to the characters Intelligence modifier. The DM asks them each to make a skill check Training cost 15gp per workweek in materials. based on their form of contribution, with the Complications. Complications only depends DC of the Check adjusting to how on the characters time, and typically involve helpful/impactful the DM feels the the tools or the character focus. At the end contribution would be. of each one workweek in training, ask the After all contributions are completed, the DM character to make an Intelligence check then rolls a single, final resurrection success DC10. In a Fail, the character need to revise check with no modifier. what he/she was doing, and lost the The Base DC for the final resurrection check is workweek of training, if it fails by 5 or more 10, increasing by 1 for each previous the character destroy or dandified a tool, successful resurrection the character has book or material, having to by again to undergone (Signifying the slow erosion of the continue the training (15gp). soul’s connection to this world). For each successful contribution skill check, BATTLE EFFECTS this DC is decreased by3, whereas each A Character gains one level of Exhaustion failed contribution skill check increases the each time they suffer one of the following DC by 1. Effects: Upon a Successful resurrection check, the -When they take a Critical Hit. player’s soul (Should it be willing) will be -When they drop to 0 Hit points but are not returned to the body, and the ritual killed outright. succeeded. -When they fail a death saving throw by 5 or (The character comes back with a Exhaustion more. Level). On a failed check, the soul does not return and the character is Lost.