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  1. - Top - End - #1
    Ettin in the Playground
     
    Kane0's Avatar

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    Default Tweak Repository

    This is just to hold all my tweaks, changes and additions I'm going to be using when running games, not much to see here.

    Post #1: Races
    Post #2: Backgrounds
    Post #3: Classes
    Post #4: Gear
    Post #5: Feats
    Post #6: Spells
    Post #7: Misc

    If you'd like to critique or contribute, please send me a PM!
    Last edited by Kane0; 2014-12-23 at 07:13 PM.

  2. - Top - End - #2
    Ettin in the Playground
     
    Kane0's Avatar

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    Default Re: Tweak Repository

    Races

    Dragonborn
    - Dragonborn get darkvision out to 60'
    - Breath weapon damage is 2d6, which increases to 4d6 at level 5, 6d6 at level 11 and 8d6 at level 17
    - Dragonborn have advantage on checks to determine the value or probable location of valuables and currency.

    Tiefling

    Warforged
    Spoiler: Warforged
    Show

    Living Construct: Even though you were constructed, you are a humanoid. You are immune to disease and do not need to breathe, eat or drink. You can choose to ingest food or drink if you wish.

    Unsleeping Sentinel: Warforged do not need to sleep. Instead, they settle into a resting state, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Warforged Resilience: Warforged have advantage on saving throws against poison, and you have resistance against poison damage.

    Armor Plating: When not wearing armor, a Warforged AC is 12 + your Dexterity modifier

    Repair and Production: Both healer's kits and smith's tools can be used to repair a Warforged.

    Languages: Warforged speak, read, and write Common and one other language

    Chassis: Multiple types of Warforged exist. Choose on chassis from those provided below:

    - Warforged Scout
    Ability Score Increase: Your Dexterity and Charisma scores increases by 1
    Senses: Darkvision out to 60'
    Integrated Subterfuge: You gain proficiency with thieves tools and are always considered to be carrying a set.

    - Warforged Soldier
    Ability Score Increase: Your Strength score and Constitution scores increase by 1
    Improved Armor Plating: When you are not wearing armor, your AC is 14 + your Dexterity modifier. This replaces the AC provided by the Armor Plating Racial Feature
    Heavy Handed: Your unarmed strikes deal 1d4 damage

    - Warforged Machinist
    Ability Score Increase: Your Wisdom and Intelligence scores increases by 1
    Inscribed Adept: You are always considered to be carrying a magical focus
    Repair Protocols: You can cast the Cure Wounds spell once per long rest as if from a 1st level spell slot. This Cure Wounds only affects warforged or other constructs.


    Goliath
    Spoiler: Goliath
    Show

    Ability Score Increase: Your Constitution score increases by 2 and your Strength score increases by 1
    Powerful Athlete: You gain proficiency in athletics, and add double your proficiency to Athletics checks. You also make all jumps as if you had a running start.
    Giant Grip: When using a versatile weapon, you use the higher damage die even when using only one hand, and the range of any thrown weapon you use is doubled.
    Weapon Proficiency: You have proficiency with all melee weapons that have the Two Handed property
    Attuned: You know the Druidcraft cantrip.
    Speed: 30'
    Languages known: Common plus either Dwarven or Giant
    Last edited by Kane0; 2015-03-08 at 07:35 AM.

  3. - Top - End - #3
    Ettin in the Playground
     
    Kane0's Avatar

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    Default Re: Tweak Repository

    Backgrounds

    Regular Joe
    Skill Proficiencies: Athletics and your choice of Nature, Animal handling or History
    Tool Proficicncies: One type of artisan or manual labor tool
    Equipment: A set of tools (which you are proficient with, see above), A token from your community, a set of rugged clothes, a belt pouch containing 10 gp.

    Call to adventure
    Something shook you from your regular life. Roll to decide or choose something that happened that caused this change in your life.

    Feature: Local
    You are a known entity in your regular surroundings and peers, who you can rely on to help you in a pinch. In return these peers expect the same courtesy from you and you have come to trust each other, or at least come to an understanding. Your peers also form a respectable network of contacts, and although sometimes unreliable can often point you in the right direction.

    Recurring Character
    Skill Proficiencies: Two previously adept skills
    Tool Proficiencies: One previously adept set of tools
    Languages: One previously known language
    Equipment: A set of rugged clothes, one set of tools you are proficient with, two previously owned possessions, a belt pouch containing 15 gp.

    Feature: Prior experience
    You have appeared or featured in other circumstances and maintain a respectable amount of your old knowledge and resources, but the very same issues and foes also pursue you. You can call upon much of what you have already come across, but your past is constantly catching up to you.
    Last edited by Kane0; 2014-12-23 at 07:42 PM.

  4. - Top - End - #4
    Ettin in the Playground
     
    Kane0's Avatar

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    Default Re: Tweak Repository

    Classes

    Spoiler: Eldritch Knight
    Show

    Spellcasting
    Your talent, luck, research and/or practice has given you spellcasting ability.
    Use the usual rules found under your subclass description for Cantrips and Spells known of 1st level and higher.

    Spell Slots
    The table shows you how many spell slots you have. It also shows you what level those slots are; all your slots are of the same level. To cast a spell you must expend a spell slot. You regain all expended spell slots when you finish a long or short rest.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your spells, so you use INT whenever a spell refers to your casting ability. You also use your INT modifier when setting the saving throw DC of your spells and for your attack bonus when attacking with your spells.

    Spellcasting Focus
    You can use an arcane focus for your spells.

    Eldritch Knight Spellcasting Table
    Spoiler
    Show

    Level Cantrips Known Spells Known Spell Slots Slot Level
    3 2 2 1 1st
    4 2 2 1 1st
    5 2 3 1 2nd
    6 3 4 2 2nd
    7 3 5 2 2nd
    8 3 5 2 2nd
    9 3 6 2 3rd
    10 4 7 2 3rd
    11 4 7 2 3rd
    12 4 8 3 3rd
    13 4 9 3 4th
    14 4 9 3 4th
    15 4 10 3 4th
    16 4 11 3 4th
    17 4 11 3 4th
    18 4 12 3 4th
    19 4 13 3 4th
    20 4 13 3 4th


    Additional Multiclassing Rules
    Spoiler
    Show

    Cantrips known, spells known and invocations: are as if you were single classed, and are counted separately.
    Spell slots & Slot level: Add together your warlock level and 1/3 your Eldritch knight and Arcane trickster levels (rounded down), then consult the table below to determine the amount of spell slots you have and their highest spell level.

    Level Spell Slots Slot Level
    1 1 1st
    2 2 1st
    3 2 2nd
    4 2 2nd
    5 2 3rd
    6 2 3rd
    7 2 4th
    8 2 4th
    9 2 5th
    10 3 5th
    11 3 5th
    12 3 5th
    13 3 5th
    14 3 5th
    15 3 5th
    16 3 5th
    17 4 5th
    18 4 5th
    19 4 5th
    20 4 5th



    Spoiler: Rogue
    Show

    Spellcasting
    Your talent, luck, research and/or practice has given you spellcasting ability.
    Use the usual rules found under your subclass description for Cantrips and Spells known of 1st level and higher.

    Spell Slots
    The table shows you how many spell slots you have. It also shows you what level those slots are; all your slots are of the same level. To cast a spell you must expend a spell slot. You regain all expended spell slots when you finish a long or short rest.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your spells, so you use INT whenever a spell refers to your casting ability. You also use your INT modifier when setting the saving throw DC of your spells and for your attack bonus when attacking with your spells.

    Spellcasting Focus
    You can use an arcane focus for your spells.

    Arcane Trickster Spellcasting Table
    Spoiler
    Show

    Level Cantrips Known Spells Known Spell Slots Slot Level
    3 2 2 1 1st
    4 2 2 1 1st
    5 2 3 1 2nd
    6 3 4 2 2nd
    7 3 5 2 2nd
    8 3 5 2 2nd
    9 3 6 2 3rd
    10 4 7 2 3rd
    11 4 7 2 3rd
    12 4 8 3 3rd
    13 4 9 3 4th
    14 4 9 3 4th
    15 4 10 3 4th
    16 4 11 3 4th
    17 4 11 3 4th
    18 4 12 3 4th
    19 4 13 3 4th
    20 4 13 3 4th


    Additional Multiclassing Rules
    Spoiler
    Show

    Cantrips known, spells known and invocations: are as if you were single classed, and are counted separately.
    Spell slots & Slot level: Add together your warlock level and 1/3 your Eldritch knight and Arcane trickster levels (rounded down), then consult the table below to determine the amount of spell slots you have and their highest spell level.

    Level Spell Slots Slot Level
    1 1 1st
    2 2 1st
    3 2 2nd
    4 2 2nd
    5 2 3rd
    6 2 3rd
    7 2 4th
    8 2 4th
    9 2 5th
    10 3 5th
    11 3 5th
    12 3 5th
    13 3 5th
    14 3 5th
    15 3 5th
    16 3 5th
    17 4 5th
    18 4 5th
    19 4 5th
    20 4 5th



    Spoiler: Sorcerer
    Show

    Font of Magic: When you spend hit dice to recover HP during a short rest, you also recover an amount of Sorcery Points equal to half the number of hit dice spent.

    Spells Known: You gain a new spell known at levels 11, 13 and 15.

    Capstone: Select one kind of metamagic you know. You can use this metamagic for free on 1st and 2nd level spells.

    Spoiler: Draft: Arcane Bloodline
    Show

    Arcane Bloodline
    Level 1: Expanded Spells
    Level 6: Practiced Metamagic
    Level 14: Efficient Exchange
    Level 18: Warp Spell

    Expanded Spells:
    At levels 1, 3, 5, 7 and 9 you gain an additional spell known from the wizard or cleric spell list, which does not count against your regular spells known. These spells must be of spell level 1, 2, 3, 4 and 5 respectively. These additional spells take a visible form on your body, usually as an arcane tattoo or rune marking.
    Over the course of an extended rest you can exchange these spells if you have access to a scroll of a wizard or cleric spell of the same level as the spell you are exchanging. The scroll is destroyed during this process, replacing your old spell known with the one contained in the scroll.

    Practiced Metamagic:
    Select one type of metamagic that you know and that has a cost of 1 sorcery point, excluding twinned spell.
    When casting a spell gained from your expanded spells ability you can apply this metamagic for free.

    Efficient exchange:
    You can more efficiently create spell slots with your sorcery points. Use the following table in place of the one found on page 101 of the PHB:
    Level 1 Spell: 2 Sorcery Points
    Level 2 Spell: 3 Sorcery Points
    Level 3 Spell: 4 Sorcery Points
    Level 4 Spell: 5 Sorcery Points
    Level 5 Spell: 6 Sorcery Points
    Level 6 Spell: 7 Sorcery Points

    Warp Spell:
    You unlock a new kind of metamagic: Warped spell.
    You can choose to spend 2 sorcery points in order to make your spell immune to counterspell attempts and force creatures normally immune to its effects to be affected. Creatures that are normally immune instead receive advantage on saving throws and resistance against damage dealt.



    Spoiler: Warlock
    Show

    Expanded spells: Every time you gain access to bonus spells granted by your patron, choose one of them to be considered known. This selected spell does not count against your number of spells known. You can exchange this spell known when you take another level in warlock but it must be the other option provided by your patron of that spell level.
    Last edited by Kane0; 2015-02-20 at 12:02 AM.

  5. - Top - End - #5
    Ettin in the Playground
     
    Kane0's Avatar

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    Default Re: Tweak Repository

    Equipment

    Weapons


    Armor
    Armor Cost Armor Class Strength Stealth Weight
    Light Armor
    Padded 1-10 gp 11 + Dex - - 5-10 lb.
    Leather 5-15 gp 12 + Dex - - 8-12 lb.
    Studded Leather 20-40 gp 13 + Dex - - 10-15 lb.
    Medium Armor
    Chain Shirt 10-50 gp 14 + Dex (max 2) - - 15-20 lb.
    Chain Mail 50-100 gp 15 + Dex (max 2) Str 10 Disadvantage 40-60 lb.
    Breastplate 100-200 gp 16 + Dex (max 2) Str 10 - 20 lb.
    Heavy Armor
    Splint 200-400 gp 17 Str 12 Disadvantage 50-70 lb.
    Plate 500-1,000 gp 18 Str 14 Disadvantage 50-70 lb.
    Shields
    Light / Small 5-10 gp +1 - - 3-8 lb.
    Heavy / Large 5-20 gp +2 Str 10 Disadvantage 10-15 lb.
    Note: Depending on material and quality, some armors may have the disadvantage to stealth added or subtracted.

    Alternates:
    Cloth: As padded
    Bark: As leather
    Brigandine: As studded leather
    Hide / Wood / Bone: As Chain shirt
    Lamellar / Ring / Scale Mail: As Chain mail
    Stone: As breastplate
    Banded: As splint
    Ceramic: As Splint


    Lesser Potion of Vitality: Allows you to spend up to 4 Hit dice when consumed
    Potion of Vitality: Allows you to spend up to 8 Hit dice when consumed
    Greater Potion of Vitality: Allows you to spend up to 12 Hit dice when consumed
    Last edited by Kane0; 2015-01-10 at 08:38 PM.

  6. - Top - End - #6
    Ettin in the Playground
     
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    Default Re: Tweak Repository

    Feats



    Medium Armor Master:
    Max dex bonus to AC in medium armor is +4 instead of +2
    Last edited by Kane0; 2014-12-23 at 08:46 PM.

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    Default Re: Tweak Repository

    Spells

    Stabilize
    Action cost is a bonus action
    Range is 60'

    Cure Wounds
    Last edited by Kane0; 2014-12-23 at 08:42 PM.

  8. - Top - End - #8
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    Default Re: Tweak Repository

    Miscellaneous

    Initiative

    Spoiler: Alternative Initiative
    Show

    1. Everybody rolls initiative (DM uses one roll for each group or faction of NPCs using highest bonus for each)
    2. Players before NPCs act in any order of their choosing
    3. NPCs act in any order of their choosing
    4. Players act in any order of their choosing
    5. Continue from 3 until combat ends or someone joins initiative


    Saving Throws
    You add half your proficiency bonus to saving throws you are not proficient in.

    High Power Game
    Start with the stat allocation: 15, 14, 13, 12, 11, 10 and you gain 1 feat at level 1.

    Dying
    When brought back from the brink of death (having to make death saving throws), you increase your exhaustion by one step.
    Last edited by Kane0; 2015-10-27 at 07:25 PM.

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