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Homebrew Rules for Interesting Temporal Combat
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<blockquote data-quote="Sadras" data-source="post: 7978056" data-attributes="member: 6688277"><p>Firsty really cool idea [USER=7023541]@Inanity[/USER], here's my 2 cents (not tested)</p><p></p><p>A) There might be an easier way and you would have to use colourful description to reflect the time distortion. Give the Temporal combatants the Diviner, Portents ability (perhaps even bonus Portents).</p><p></p><p>B) Generally everyone has 1 reaction. Temporal combatants may perform more than 1 reaction but it costs them x HD, failing which they run into levels of exhaustion. Imagine a Temporal combatant has 3 reactions (1 normal and 2 others paid for by HD).</p><p></p><p><u>Reactions could include (they do not necessarily have to be of that class):</u></p><p>Interact with an object around you (PHB 190) - Free</p><p>Cast a Bonus Action Spell - 1 HD Cost</p><p>Dash - 1 HD</p><p>Disengage - 1 HD</p><p>Dodge - 1 HD (against one attack only)</p><p>Help - 1 HD</p><p>Fighter - Fighting Style, Protection - 1 HD Cost</p><p>Fighter, 1 Extra Melee Attack - 2 HD Cost (not an entire attack action)</p><p>Rogue, Uncanny Dodge - 1 HD (for every 10 hit points negated this way)</p><p>Rogue, Evasion - 2 HD Cost</p><p>Cast a Spell - 2 HD Cost (not a ritual)</p><p></p><p>You could even allow combination of the above on one Temporal reaction for an additional Tax cost of 1HD (or not). i.e Temporal combatant spends 4 Hit Dice</p><p>= Disengage (1) and to Cast a Spell (2) + Tax (1) = 4HD spend</p><p></p><p>C) Combine A + B. This is my favourite as it adds the Diviner Mechanic (colour) with the ability to manipulate Time via reactions.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7978056, member: 6688277"] Firsty really cool idea [USER=7023541]@Inanity[/USER], here's my 2 cents (not tested) A) There might be an easier way and you would have to use colourful description to reflect the time distortion. Give the Temporal combatants the Diviner, Portents ability (perhaps even bonus Portents). B) Generally everyone has 1 reaction. Temporal combatants may perform more than 1 reaction but it costs them x HD, failing which they run into levels of exhaustion. Imagine a Temporal combatant has 3 reactions (1 normal and 2 others paid for by HD). [U]Reactions could include (they do not necessarily have to be of that class):[/U] Interact with an object around you (PHB 190) - Free Cast a Bonus Action Spell - 1 HD Cost Dash - 1 HD Disengage - 1 HD Dodge - 1 HD (against one attack only) Help - 1 HD Fighter - Fighting Style, Protection - 1 HD Cost Fighter, 1 Extra Melee Attack - 2 HD Cost (not an entire attack action) Rogue, Uncanny Dodge - 1 HD (for every 10 hit points negated this way) Rogue, Evasion - 2 HD Cost Cast a Spell - 2 HD Cost (not a ritual) You could even allow combination of the above on one Temporal reaction for an additional Tax cost of 1HD (or not). i.e Temporal combatant spends 4 Hit Dice = Disengage (1) and to Cast a Spell (2) + Tax (1) = 4HD spend C) Combine A + B. This is my favourite as it adds the Diviner Mechanic (colour) with the ability to manipulate Time via reactions. [/QUOTE]
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