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Assassin Base Class (rough draft)
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<blockquote data-quote="doctorbadwolf" data-source="post: 6627900" data-attributes="member: 6704184"><p>and here are my houserules. [sblock=forgive the rough draftish formatting]Houserules:</p><p>Classes:</p><p>Ranger: </p><p>Beastmasters gain the Beast Bond spell as an ongoing permanent effect with their beast companion. </p><p></p><p>Downtime:</p><p>Training: Training a new proficiency, including skill proficiency, takes 150 days. Many proficiencies require goods, services or both in order to train. These can include tutoring services, renting the use of a crafting facility, dojo, or other specialized space, or the purchase of trade goods such as metal, cloth, etc. Baseline cost to rent a space or hire a tutor is 2gp/day. You may be able to find a Master of a craft, or above facilities, at a higher cost. If so, you can spend double the base cost, and gain 2 extra days of training per week in which you have access to said tutor or facility, without spending extra time. </p><p> Training while adventuring: In order to spend a day training, you must be able to spend at least 3 hours, interrupted no more often than once per hour, doing nothing but training. Some proficiencies cannot reasonably be trained in while on the road, as they require specialized facilities that cannot be mimicked in a hastily built campsite. </p><p> Training while travelling: You cannot spend a day training while travelling at a fast pace. Additionally, if you travel for a week or longer, you can only train 3 days per week training while travelling at a moderate pace, and 4 days per week at a slow pace. If you are travelling under stealth, you can only train 2 days per week. </p><p> Training via direct experience: During the course of an adventure, you may have an opportunity to attempt to use the proficiency you are trying to train in. If there are meaningful consequences for a good or bad outcome using the proficiency, you can “use” one or more days of training as a result. See the table below for specifics. If you have trained in this way, you cannot do so again until you have completed a long rest. </p><p> Minor Failure: 1day </p><p>Major Failure: 2days</p><p> Minor Success: 2days</p><p> Major Success: 3days</p><p></p><p>Crafting. You can craft stuff equal to 5gp+proficiency bonus per day. </p><p></p><p>Research: No automatic cost. Int or Wis checks made at DM’s discretion, usually per week, or month, but can be per day under the right circumstances. Some research facilities might require payment, or a service or good of some kind, such as a copy of a rare book or help building a new wing of a building, in order to gain entry. Occasionally, a Charisma check might either be required for entry, or in place of an Int or Wis check, representing gaining the help of a knowledgeable person at the facility. </p><p></p><p>Practicing a Profession: Training NPCs in one or more proficiencies you have can provide a Comfortable lifestyle. If you have Expertise in the proficiency for which you are tutoring or you are lvl 10 or above, upgrade the lifestyle provided.</p><p> Working part time allows you to engage in a second downtime activity, even if you normally couldn’t do so. If you work part time, you downgrade the lifestyle provided by your work. </p><p>You can also live a less comfortable lifestyle than you earn, in order to save money. </p><p></p><p>Equipment:</p><p>Garrote: Martial, Two Handed, Light, Finesse, special* *can only be used as part of a grapple attack, can make attacks as normal against a creature you have grappled. 1d6 dmg, 5gp.</p><p>Light Shield: Simple, 1d4, Off-Hand, Finesse. (choose one: round or arm shield. Round can be donned or doffed the same as a weapon. Arm takes the same time as a regular shield, and cannot be disarmed)</p><p>Targe: Martial, 1d6, Off-hand, Finesse (round or arm, as with light shield)</p><p>Glaive loses Heavy, dmg changes to 1d6, gains Off-hand and Finesse. </p><p>Parrying Dagger: </p><p> New Weapon Properties. </p><p>High Crit. Extra damage dice from a crit with this weapon are a die step higher. </p><p>Off-Hand. If paired with a one-handed, non-versatile weapon, gives +1 AC. Two offhand weapons still only give +1AC. Some versatile and two handed weapons have this trait, usually double ended weapons and polearms. Such weapons with this property gain +1AC only when used two handed. </p><p>Add Offhand to Parrying Dagger, Shortsword, and Sickle, and to Quarterstaff, Spear and Glaive. </p><p>Add High Crit to Dagger, Sickle, Rapier, Flail, Maul, Morningstar, War Pick, Dart, and Blowgun. </p><p>Add Finesse to Handaxe, Quarterstaff</p><p>Unarmed Strike is a Martial weapon, and does 1d4 dmg. If a character is not proficient with Unarmed Strike, and does not possess a natural weapon, they roll 2d4, and their damage is equal to the lower result. Proficiency also gives Unarmed Strike the Finesse and Light properties. </p><p></p><p></p><p>New Spells:</p><p>Conjure the Wild Hunt (ASchmidt from enworld)</p><p></p><p>5th-level conjuration</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 hour</p><p></p><p>You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.</p><p></p><p>• Two Hell Hounds or Winter Wolves</p><p>• Four Displacer Beasts, Perytons, Phase Spiders, or Werewolves</p><p>• Six Death Dogs, Dire Wolves, or Giant Hyenas</p><p>• Eight Worgs</p><p></p><p>Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. </p><p>The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.</p><p></p><p>At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with a 9th-level slot.</p><p></p><p>Shadow Walk</p><p>Level 2 Conjuration, Ritual</p><p>Casting Time: Bonus Action</p><p>Components: S</p><p>Range: Self</p><p>Duration: special, Concentration (up to ten minutes)</p><p></p><p> You gain the following movement option, which lasts until you use an amount of distance equal to your speed in this way. (so, for most level one characters, you have 30 feet of movement to use this way, for the entire duration of the spell, even if that means multiple turns. This also means that you can shadow walk half your speed, and then use the rest of your movement per turn normally, to walk, climb, jump, etc.) </p><p>Shadow Walk: You step from one shadow to another. This can include the shadow cast by a creature. If it does, you can end the step adjacent, rather than in the space of, the creature. This movement works just like your normal movement in terms of being broken up, and/or used between multiple attacks. You only use half your movement per turn. </p><p>If you cast this spell in low light, you gain an extra 5 ft of movement to use in this manner, while casting in darkness grants an extra 10ft. </p><p> At higher levels: If you use a higher level spell slot to cast this spell, you add 5ft of movement per additional spell slot level to your speed while this spell lasts. </p><p> Ritual Use: You can spend 10 minutes concentrating on a spot you can see. That spot must be within a distance equal to your speed x5. You can then “walk” to that spot in an amount of time it would normally take to walk your speed. </p><p></p><p>Shadow Cloak</p><p>Level 2 Conjuration</p><p>Casting Time: Bonus Action</p><p>Components: V, S</p><p>Range: Self</p><p>Duration: 10 minute</p><p></p><p> You wrap unnatural shadows around yourself, becoming difficult to see and partly ethereal. Other creatures have disadvantage on Perception checks to see/find you, and you gain +1 to AC. You can forgo the AC bonus by spending an Action to cast this spell, and extend the Cloak to all allies who remain within 10 feet of you for the duration. Ritual: Cast 10 minutes, lasts 1 hour. If used during travel, allows the group to use stealth while travelling at a normal pace, you end the travel with one lvl 2 slot expended, even if you rest at the end of the journey. </p><p></p><p></p><p>Create Shadow Item</p><p>Lvl 2 Conjuration</p><p>Casting Time: 1 hour (at the end of a long or short rest)</p><p>Range: 5ft</p><p>Components: V, S, one gem or crystal worth at least 1gp, one item, as described in the spell text</p><p>Duration: Special</p><p>You create an item made of shadow. It appears to be made of obsidian, cobalt glass or another semi-opaque material of your choice. You must destroy an item of equal or greater value to use this ability. In the destroyed item’s place forms any one mundane item, including a set of armor or a weapon. If the weapon created normally uses ammunition, this creates 5 units of that ammunition, which can also be summoned or dispelled as a bonus action. This item lasts until you destroy it, and is treated as magical for the purposes of dealing with resistance, if a weapon. The item normally has no magical effects or bonuses. However, if the item destroyed was magical, it gains the same magical traits. </p><p>No matter what, the item can be summoned or dispelled as a bonus action, and does not exist while dispelled. You can maintain a number of such items equal to your casting stat mod or max spell level, whichever is lower. </p><p> At higher levels: Using a higher slot increases the number of items you can create and store in this way by one per higher level slot used. Or you can use a lvl 3 or higher slot to give the item a mundane property such as Thrown, or Light. A lvl 5 or higher slot can be used to spend a month of downtime enchanting the item as a common or uncommon magic item, with your DM’s approval. Lvl 7 slot or higher can be a rare enchantment. Lvl 9 slot can be used, once in a characters career, to create a legendary item. These enchantment rules do not apply if the campaign does not allow PCs to create magic items. </p><p></p><p>New Fighting Styles: </p><p>New Options.</p><p>Lurker: If you fight with no weapons drawn, or with only a light offhand weapon and a free hand, and wear light or no armor or shield, you gain +2 damage when you draw a hidden weapon as part of an attack. You have advantage on checks to hide weapons and other small objects on your person, plant them on another character, or create a hidden cache no larger than 1 square foot. </p><p>Small Arms: While wielding only one handed Off-Hand weapons, you gain +2 to melee damage, and your ranged attacks gain +10ft range.</p><p>Redirection: While wield only one weapon with the Light, Finesse or Off-hand properties (and no other weapons), you gain +1AC against melee attacks, and +1 damage on attacks made with a Reaction, and any time you force a creature to move against their will, you can increase that movement by 5ft. </p><p></p><p>Improviser: You gain proficiency in all improvised weapons, including normal weapons that you are using in an improvised manner (like making melee attacks with a ranged weapon or throwing a weapon that doesn’t have the thrown property). Normal weapons under improvised use do one less die step damage. Truly improvised weapons are treated the same as improvised weapons that closely resemble an existing weapon. Ie, they use that weapon’s stats. (Note: some improvised weapons may be innocuous enough that if you start a fight with them, your target(s) may not perceive you as a threat until it’s too late. I recommend allowing sleight of hand or stealth, even if the enemy is aware of the character, when determining if the enemy is surprised by the attack. Essentially, consider having potential enemies treat the character as if they were unarmed until such time as the character makes an attack, or otherwise initiates combat) </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6627900, member: 6704184"] and here are my houserules. [sblock=forgive the rough draftish formatting]Houserules: Classes: Ranger: Beastmasters gain the Beast Bond spell as an ongoing permanent effect with their beast companion. Downtime: Training: Training a new proficiency, including skill proficiency, takes 150 days. Many proficiencies require goods, services or both in order to train. These can include tutoring services, renting the use of a crafting facility, dojo, or other specialized space, or the purchase of trade goods such as metal, cloth, etc. Baseline cost to rent a space or hire a tutor is 2gp/day. You may be able to find a Master of a craft, or above facilities, at a higher cost. If so, you can spend double the base cost, and gain 2 extra days of training per week in which you have access to said tutor or facility, without spending extra time. Training while adventuring: In order to spend a day training, you must be able to spend at least 3 hours, interrupted no more often than once per hour, doing nothing but training. Some proficiencies cannot reasonably be trained in while on the road, as they require specialized facilities that cannot be mimicked in a hastily built campsite. Training while travelling: You cannot spend a day training while travelling at a fast pace. Additionally, if you travel for a week or longer, you can only train 3 days per week training while travelling at a moderate pace, and 4 days per week at a slow pace. If you are travelling under stealth, you can only train 2 days per week. Training via direct experience: During the course of an adventure, you may have an opportunity to attempt to use the proficiency you are trying to train in. If there are meaningful consequences for a good or bad outcome using the proficiency, you can “use” one or more days of training as a result. See the table below for specifics. If you have trained in this way, you cannot do so again until you have completed a long rest. Minor Failure: 1day Major Failure: 2days Minor Success: 2days Major Success: 3days Crafting. You can craft stuff equal to 5gp+proficiency bonus per day. Research: No automatic cost. Int or Wis checks made at DM’s discretion, usually per week, or month, but can be per day under the right circumstances. Some research facilities might require payment, or a service or good of some kind, such as a copy of a rare book or help building a new wing of a building, in order to gain entry. Occasionally, a Charisma check might either be required for entry, or in place of an Int or Wis check, representing gaining the help of a knowledgeable person at the facility. Practicing a Profession: Training NPCs in one or more proficiencies you have can provide a Comfortable lifestyle. If you have Expertise in the proficiency for which you are tutoring or you are lvl 10 or above, upgrade the lifestyle provided. Working part time allows you to engage in a second downtime activity, even if you normally couldn’t do so. If you work part time, you downgrade the lifestyle provided by your work. You can also live a less comfortable lifestyle than you earn, in order to save money. Equipment: Garrote: Martial, Two Handed, Light, Finesse, special* *can only be used as part of a grapple attack, can make attacks as normal against a creature you have grappled. 1d6 dmg, 5gp. Light Shield: Simple, 1d4, Off-Hand, Finesse. (choose one: round or arm shield. Round can be donned or doffed the same as a weapon. Arm takes the same time as a regular shield, and cannot be disarmed) Targe: Martial, 1d6, Off-hand, Finesse (round or arm, as with light shield) Glaive loses Heavy, dmg changes to 1d6, gains Off-hand and Finesse. Parrying Dagger: New Weapon Properties. High Crit. Extra damage dice from a crit with this weapon are a die step higher. Off-Hand. If paired with a one-handed, non-versatile weapon, gives +1 AC. Two offhand weapons still only give +1AC. Some versatile and two handed weapons have this trait, usually double ended weapons and polearms. Such weapons with this property gain +1AC only when used two handed. Add Offhand to Parrying Dagger, Shortsword, and Sickle, and to Quarterstaff, Spear and Glaive. Add High Crit to Dagger, Sickle, Rapier, Flail, Maul, Morningstar, War Pick, Dart, and Blowgun. Add Finesse to Handaxe, Quarterstaff Unarmed Strike is a Martial weapon, and does 1d4 dmg. If a character is not proficient with Unarmed Strike, and does not possess a natural weapon, they roll 2d4, and their damage is equal to the lower result. Proficiency also gives Unarmed Strike the Finesse and Light properties. New Spells: Conjure the Wild Hunt (ASchmidt from enworld) 5th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears. • Two Hell Hounds or Winter Wolves • Four Displacer Beasts, Perytons, Phase Spiders, or Werewolves • Six Death Dogs, Dire Wolves, or Giant Hyenas • Eight Worgs Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with a 9th-level slot. Shadow Walk Level 2 Conjuration, Ritual Casting Time: Bonus Action Components: S Range: Self Duration: special, Concentration (up to ten minutes) You gain the following movement option, which lasts until you use an amount of distance equal to your speed in this way. (so, for most level one characters, you have 30 feet of movement to use this way, for the entire duration of the spell, even if that means multiple turns. This also means that you can shadow walk half your speed, and then use the rest of your movement per turn normally, to walk, climb, jump, etc.) Shadow Walk: You step from one shadow to another. This can include the shadow cast by a creature. If it does, you can end the step adjacent, rather than in the space of, the creature. This movement works just like your normal movement in terms of being broken up, and/or used between multiple attacks. You only use half your movement per turn. If you cast this spell in low light, you gain an extra 5 ft of movement to use in this manner, while casting in darkness grants an extra 10ft. At higher levels: If you use a higher level spell slot to cast this spell, you add 5ft of movement per additional spell slot level to your speed while this spell lasts. Ritual Use: You can spend 10 minutes concentrating on a spot you can see. That spot must be within a distance equal to your speed x5. You can then “walk” to that spot in an amount of time it would normally take to walk your speed. Shadow Cloak Level 2 Conjuration Casting Time: Bonus Action Components: V, S Range: Self Duration: 10 minute You wrap unnatural shadows around yourself, becoming difficult to see and partly ethereal. Other creatures have disadvantage on Perception checks to see/find you, and you gain +1 to AC. You can forgo the AC bonus by spending an Action to cast this spell, and extend the Cloak to all allies who remain within 10 feet of you for the duration. Ritual: Cast 10 minutes, lasts 1 hour. If used during travel, allows the group to use stealth while travelling at a normal pace, you end the travel with one lvl 2 slot expended, even if you rest at the end of the journey. Create Shadow Item Lvl 2 Conjuration Casting Time: 1 hour (at the end of a long or short rest) Range: 5ft Components: V, S, one gem or crystal worth at least 1gp, one item, as described in the spell text Duration: Special You create an item made of shadow. It appears to be made of obsidian, cobalt glass or another semi-opaque material of your choice. You must destroy an item of equal or greater value to use this ability. In the destroyed item’s place forms any one mundane item, including a set of armor or a weapon. If the weapon created normally uses ammunition, this creates 5 units of that ammunition, which can also be summoned or dispelled as a bonus action. This item lasts until you destroy it, and is treated as magical for the purposes of dealing with resistance, if a weapon. The item normally has no magical effects or bonuses. However, if the item destroyed was magical, it gains the same magical traits. No matter what, the item can be summoned or dispelled as a bonus action, and does not exist while dispelled. You can maintain a number of such items equal to your casting stat mod or max spell level, whichever is lower. At higher levels: Using a higher slot increases the number of items you can create and store in this way by one per higher level slot used. Or you can use a lvl 3 or higher slot to give the item a mundane property such as Thrown, or Light. A lvl 5 or higher slot can be used to spend a month of downtime enchanting the item as a common or uncommon magic item, with your DM’s approval. Lvl 7 slot or higher can be a rare enchantment. Lvl 9 slot can be used, once in a characters career, to create a legendary item. These enchantment rules do not apply if the campaign does not allow PCs to create magic items. New Fighting Styles: New Options. Lurker: If you fight with no weapons drawn, or with only a light offhand weapon and a free hand, and wear light or no armor or shield, you gain +2 damage when you draw a hidden weapon as part of an attack. You have advantage on checks to hide weapons and other small objects on your person, plant them on another character, or create a hidden cache no larger than 1 square foot. Small Arms: While wielding only one handed Off-Hand weapons, you gain +2 to melee damage, and your ranged attacks gain +10ft range. Redirection: While wield only one weapon with the Light, Finesse or Off-hand properties (and no other weapons), you gain +1AC against melee attacks, and +1 damage on attacks made with a Reaction, and any time you force a creature to move against their will, you can increase that movement by 5ft. Improviser: You gain proficiency in all improvised weapons, including normal weapons that you are using in an improvised manner (like making melee attacks with a ranged weapon or throwing a weapon that doesn’t have the thrown property). Normal weapons under improvised use do one less die step damage. Truly improvised weapons are treated the same as improvised weapons that closely resemble an existing weapon. Ie, they use that weapon’s stats. (Note: some improvised weapons may be innocuous enough that if you start a fight with them, your target(s) may not perceive you as a threat until it’s too late. I recommend allowing sleight of hand or stealth, even if the enemy is aware of the character, when determining if the enemy is surprised by the attack. Essentially, consider having potential enemies treat the character as if they were unarmed until such time as the character makes an attack, or otherwise initiates combat) [/sblock] [/QUOTE]
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