To Seize the Throne of the Righteous Sun
Rulings and house rules
- Inform me of developer tweets and errata so that I might update this document, but in general this wiki (and my word in general) takes precedence over other sources, and the books take precedence over developer tweets.
- As in Andy’s Shadow of Dragons game, everyone starts each session with one Story Point to change the narrative, and one point of Inspiration (see below for modification), and more are occasionally earned in play.
- Inspiration is now a re-roll effect rather than a provider of quasi-advantage. More specifically, upon rolling an attack roll, ability check, or saving throw, you may elect to re-roll it prior to an announcement of success or failure, using a single d20, taking the better result.
- Advantage and Disadvantage stack.
- All characters who are proficient in the weapon they use to attack may penalize their accuracy in favor of power, or equivalently make a difficult called shot, on individual attacks. The character takes a penalty to their attack roll equal to the character’s proficiency bonus, and gains a bonus to damage equal to twice the character’s proficiency bonus. See the Feats section for how this alters feats with similar abilities.
- The Great Weapon Fighting style confers a +2 bonus to damage to great weapon wielders, rather than its regular effect (for the sake of game speed).
- Ruling: You can dual wield lances while mounted, but you’ll look stupid.
- Death Saving Throws, i.e. Death Throws, have been altered significantly and include other optional rules within them.
- Ruling: Targeting an attack generally occurs before the resolution of an attack, so any effect that would occur as a reaction (or simply as a response) to someone being made the target of an attack is resolved before the attack itself.
- Mounted Combat Rulings
- When a mount takes the dodge action, the benefit does not apply to the rider.
- Mounts can wear barding, but barding fitted for a creature other than a horse (or perhaps a war dog) is rare and expensive. Check with me if you have a special mount and want to give it barding.
- Hanging on to the side of your mount for cover, and other tricks, may require ride checks to perform successfully
- Unintelligent mounts use your initiative; intelligent mounts act independently. If you wish for you and your intelligent mount to act in unison (for simplicity), you may roll one initiative for both of you, using the lesser of your respective bonuses and benefits.
- Ruling: Investigation tends to be active, barring the explicit cases in the DMG and elsewhere.
- Ruling: Perception tends to be passive. Actively looking for something tends to use investigation, though you may argue some things are Wisdom-based still.
- One can retrieve items as part of a “use an object” action. “Use an object” also includes things like quaffing a potion. Shame on WotC for confusing this so badly.
- Stealth has broad changes.
- Short rests are still around an hour, but that’s more figurative than anything. A break in the tension, where everyone has time to rest up/bandage up, tends to be enough, even if that’s a half an hour.
Magic and Spells
- Magic, even permanent magic, tends to start decaying after a long period of time.
- Magic items can be bought and sold, but they are exceedingly rare. It’s also much more likely to find an interested buyer for a particular item than a seller.
- Powerful magicks cast repeatedly in succession (i.e. via a loop for which I have not accounted) tend to start incurring wild magic effects, and ultimately break down entirely. Casting a bunch of spells normally in combat or the like will not incur this penalty.
- Identifying a spell is generally done with an Arcana check, DC 10+[spell level]. Not observing one key component (V or S, when they exist) imposes disadvantage on the check. Not observing any key component renders identification impossible. One can still identify the effect after the spell is cast, of course.
- Simulacra (from the spell Simulacrum) cannot create additional simulacra, even via Wish.
- The permanent effect of True Polymorph can be dispelled (not sure if ruling or houserule)
- Wild shape and polymorph (and similar spells) HP mechanics work as normal, except, if one is brought back to normal form by reducing the shape/morph to 0 HP, one suffers system shock a la Haste.
- Regarding Conjure [creature] spells, you can choose the type of creatures conjured, but I have changed the CR of various creatures, including Pixies. Confer with me before preparing or casting these types of spells.
- Per dev tweets, Contagion isn’t really a combat spell, as it takes a while for the disease to take hold and create its negative effects.
- See Setting information for social taboos regarding the undead, and magic in general.
- See Homebrew for a familiar selection of races. Note that frog people are missing; this is intentional, as they have not yet emerged.
- Keeping consistent with Andy’s game, most forms of darkvision (except Drow and Dwarves) are instead low-light vision.
- Non-variant humans gain an additional skill or tool proficiency.
- Berserkers enter frenzy as a free action, and only suffer a level of exhaustion if they fail a Constitution save DC 15 + [frenzies entered since last long rest].
- Remarkable athlete provides its bonus even if you are already proficient.
- Relentless now guarantees a Battle Master has at least 3 superiority dice when rolling initiative. So if he has 3+, nothing; 2, refresh 1; 1, refresh 2; 0, refresh 3.
- Eldritch Knights have one more cantrip known and one more first level spell slot than indicated on their table at any level.
- Monks who take Resilient can retrain that feat once they reach level 14 in Monk into an ASI that increases the relevant stat by at least one.
- Way of the Four Elements
- Gain one additional discipline at 3rd level, and two instead of one additional discipline at 6th, 11th, and 17th levels.
- Ki empowerment applies to spells.
- Also, I’m ignoring the errata on Water Whip.
- Beast master
- Scrap the normal companion action restrictions; the beast acts independently but is controlled by the GM.
- Under Exceptional Training, strike the following: “on any of your turns when your beast companion doesn’t attack,”
- Strike all of Bestial Fury, and replace it with the following: Your beast adds your proficiency bonus to any save DCs it inflicts, and you may spend a bonus action to command your beast to make a single attack with one of its natural attacks, or to perform a grab or shove.
- If the companion becomes intelligent, e.g. Awaken is cast on it, the creature ceases to be a companion and becomes an NPC. While this NPC is likely friendly, it tends to go its own way, especially if Awakening happens often.
- Ruling: When a beast master uses his companion as a mount, it’s treated as a regular, unintelligent mount for the purpose of its actions in combat.
- Ruling: Beast masters do not add their proficiency bonus to the companion’s save DCs normally, but see Bestial Fury above.
- Beast master
- General Changes
- Reiterating from Character Generation: All characters start with a feat at level 1.
- When feats refer to being “within 5 feet”, change to “within reach.”
- I may give special monsters and NPCs feats to spice them up.
- Charger: Add the following line: “If you have the extra attack feature, you attack at +5 damage and get a free shove attempt.”
- Crossbow Expert: The bonus action attack works if you’re just wielding one hand-crossbow.
- Dual Wielder: AC bonus is +2 instead of +1.
- Great Weapon Master: As the attack/damage trade-off is now available to everyone, instead gain +1 STR.
- Healer: Add to the first bullet point “… and recovers one death throw.” Also, Advantage on Medicine checks to recover Death Throws
- Keen Mind: Also gain the non-stat benefits of Linguist, which is no longer a feat. In addition, you are encouraged to “recall” useful bits of information I haven’t provided, acting like mini story points.
- Lucky: Roll a single d20, and compare it to the final result of whatever other d20 or set of d20s you may have rolled. You then pick which one of those two results you use.
- Mage Slayer: Add to the first clause: “If your reaction attack deals damage to the spell caster, he must make a concentration save as if he were concentrating on the spell he was casting. This concentration save is affected by Mage Slayer’s other features.”
- Martial Study: If a Battle Master takes this feat, instead of the listed benefits, gain three superiority dice.
- Mounted Combatant: Ruling: Provides improved evasion for the mount only.
- Observant: Adds +5 to Int (Investigation) checks, instead of passive investigation.
- Sharpshooter: As the attack/damage trade-off is now available to everyone, instead gain +1 DEX.
- Warcaster: The opportunity attack function works with any feat that provides opportunity attacks.
- Weapon Master: The weapons can be unique or a little extra powerful in some way. Talk to me.