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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6733869" data-attributes="member: 5834"><p><strong>Campaign House Rules</strong></p><p></p><p><strong>Feats</strong></p><p></p><p><strong>War Caster:</strong> Add: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.</p><p></p><p><strong>Dueling Mastery:</strong> You have learned an aggressive fighting style capable of delivering deadly strikes to vital areas.</p><p></p><p>When wielding a one-handed melee weapon in one-hand and not utilizing a shield including unarmed strikes, you can strike a vital area on your opponent taking a -5 penalty to the attack roll. If you hit, the attack does +10 damage.</p><p></p><p>If you score a critical hit while wielding a one-handed melee weapon in one hand and not utilizing a shield including unarmed strikes, you do an extra weapon die of damage.</p><p></p><p></p><p><strong>Spells</strong></p><p></p><p><strong>Hunter’s Mark:</strong> The damage increases to 1d8 against a ranger’s favored enemy.</p><p></p><p><strong>Classes</strong></p><p></p><p>Add following ability to bard, druid, cleric, sorcerer, and wizard.</p><p>Extra Concentration: Beginning at 5th level, you can concentrate on a second spell that can be no more than half of the maximum level spell you can cast (rounded down). One of the two spells you are concentrating on must be a spell cast on at least one other allied target other than yourself (but can include yourself if the spell includes multiple targets). If you are required to make a concentration check, you make a separate roll for each spell. For example, a 6th level wizard can cast up to 3rd level spells, allowing him to cast and concentrate on a second spell of 1st level or lower. So a 6th level wizard could cast fly on the fighter and tasha’s hideous laughter on an enemy while maintaining concentration on both.</p><p></p><p><strong>Light Domain:</strong> Corona of Light: Add <em>sunbeam</em> and <em>sunburst</em> to light domain spells. These spells do not count against a cleric’s spells known. </p><p></p><p><strong>Sneak Attack:</strong> Sneak attack works with any weapon.</p><p></p><p><strong>General</strong></p><p></p><p><strong>Inspiration:</strong> You can have up to three points of Inspiration at one time. You can still only use Inspiration once per turn.</p><p></p><p><strong>Ability Checks:</strong> Ability checks do not automatically succeed on a natural 20 or automatically fail on a natural 1. If you roll a natural 20 and the ability check does not succeed, you may roll a second d20 with no modifiers and add it to the result of the first roll. If this still does not succeed, the ability check fails.</p><p></p><p>If you roll a natural 1 on an ability check and your ability check succeeds, you must roll a second ability check with no modifiers against the original ability check DC to succeed. If the second roll fails, the ability check fails. </p><p></p><p><strong>Saving Throws:</strong> The same rule for attack rolls applies for saving throws. A natural 1 is an automatic failure and a natural 20 is an automatic success.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6733869, member: 5834"] [b]Campaign House Rules[/b] [B]Feats[/B] [B]War Caster:[/B] Add: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls. [B]Dueling Mastery:[/B] You have learned an aggressive fighting style capable of delivering deadly strikes to vital areas. When wielding a one-handed melee weapon in one-hand and not utilizing a shield including unarmed strikes, you can strike a vital area on your opponent taking a -5 penalty to the attack roll. If you hit, the attack does +10 damage. If you score a critical hit while wielding a one-handed melee weapon in one hand and not utilizing a shield including unarmed strikes, you do an extra weapon die of damage. [B]Spells[/B] [B]Hunter’s Mark:[/B] The damage increases to 1d8 against a ranger’s favored enemy. [B]Classes[/B] Add following ability to bard, druid, cleric, sorcerer, and wizard. Extra Concentration: Beginning at 5th level, you can concentrate on a second spell that can be no more than half of the maximum level spell you can cast (rounded down). One of the two spells you are concentrating on must be a spell cast on at least one other allied target other than yourself (but can include yourself if the spell includes multiple targets). If you are required to make a concentration check, you make a separate roll for each spell. For example, a 6th level wizard can cast up to 3rd level spells, allowing him to cast and concentrate on a second spell of 1st level or lower. So a 6th level wizard could cast fly on the fighter and tasha’s hideous laughter on an enemy while maintaining concentration on both. [B]Light Domain:[/B] Corona of Light: Add [I]sunbeam[/I] and [I]sunburst[/I] to light domain spells. These spells do not count against a cleric’s spells known. [B]Sneak Attack:[/B] Sneak attack works with any weapon. [B]General[/B] [B]Inspiration:[/B] You can have up to three points of Inspiration at one time. You can still only use Inspiration once per turn. [B]Ability Checks:[/B] Ability checks do not automatically succeed on a natural 20 or automatically fail on a natural 1. If you roll a natural 20 and the ability check does not succeed, you may roll a second d20 with no modifiers and add it to the result of the first roll. If this still does not succeed, the ability check fails. If you roll a natural 1 on an ability check and your ability check succeeds, you must roll a second ability check with no modifiers against the original ability check DC to succeed. If the second roll fails, the ability check fails. [B]Saving Throws:[/B] The same rule for attack rolls applies for saving throws. A natural 1 is an automatic failure and a natural 20 is an automatic success. [/QUOTE]
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