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== Summary Table ==
{| class="wikitable" style="margin:auto"
{| class="wikitable" style="margin:auto"
|-
|-
! Rule Name !! Description !! URL
! Rule Name !! Description  
|-
| [[#flanking|Flanking]] || A +2 attack bonus for tactical positioning on opposite side of foes that can stack with advantage.
|-
| [[#free actions|Free Actions]] || A character can perform simple actions that don’t require their full focus as a free action. 
|-
| [[#identify|Identify Magic]] || Rules for identifying magic properties of items. 
|-
|-
| Special Components || A spell focus may still be used instead of material components without gp value; however, using exceptional material components (e.g., superior, supreme) can upgrade spell effects || [[#special components]]
| [[#special components|Special Spell Components]] || A spell focus may still be used instead of material components without gp value; however, using exceptional material components (e.g., superior, supreme) can upgrade spell effects  
|}
|}




<strong><huge>Rule Details</huge></strong>
<big><strong>Details</strong></big>
 
<div id="flanking"></div>
== Flanking ==
 
When a creature and at least one of its allies are positioned on opposite sides of a hostile creature, they may gain a +2 attack bonus in melee combat.
 
Requirements:
 
* Opposite Sides: You and an ally must each be within 5 feet of the same hostile creature, and you must be able to draw a line through the center of the hostile creature’s space that intersects both your spaces. (This can be determined using a grid or theater of the mind as appropriate.)
* Engaged Foe: The hostile creature must have focused attention on your ally—typically indicated by having made an attack against, cast a spell targeting, or otherwise directly interacted with that ally during its last turn.
* Weapon Range: You must be making a melee attack against the foe.
 
Effect: You gain a +2 bonus to your attack roll against the flanked creature.
 
Exceptions: Some creatures are particularly aware of their surroundings and are immune to flanking. This includes creatures with Blindsight, Tremorsense, or Truesight or with multiple heads or multiple eyes. Other creatures may posses abilities that provide  full peripheral awareness that also prevent flanking.
 
<br>
<div id="free actions"></div>
== Free Actions (Special Interactions) ==
 
In combat, characters often perform quick, simple actions that don’t require their full focus — such as opening a door or drawing a weapon. 
These are called '''Free Actions''' (or '''Special Interactions''').


<div id="special components"><strong> ✦ Special Spell Components ✦ </strong></div>
You can normally perform '''one Free Action''' on your turn as part of your movement or action. 
The DM may allow additional Free Actions if they are quick, obvious, and don’t demand focus.


{| class="wikitable" style="width:100%; text-align:left;"
! Action
! Free Action?
! Notes
|-
| '''Open or close a door'''
| ✅ Yes
| As long as it’s not locked or stuck.
|-
| '''Draw or sheathe a weapon'''
| ✅ Yes (one weapon)
| Drawing ''and'' sheathing in the same turn usually requires an action or specific feat (like Dual Wielder).
|-
| '''Pick up a dropped item'''
| ✅ Yes
| Includes weapons, potions, etc.
|-
| '''Drop an item'''
| ✅ Yes (no cost)
| You can drop something anytime, even outside your turn.
|-
| '''Open an unlocked chest or drawer'''
| ✅ Yes
| Locked chests require an action to pick the lock.
|-
| '''Pull a lever or push a button'''
| ✅ Yes
| Must be within reach and clearly visible.
|-
| '''Take an item from a pouch or belt'''
| ✅ Yes
| Includes grabbing a potion, spell component, or scroll.
|-
| '''Drink a potion'''
| ❌ No (Action)
| RAW, drinking a potion takes an action, not just an interaction.
|-
| '''Hand something to another creature'''
| ✅ Usually
| If both creatures are ready and adjacent, can be part of an interaction; DM’s call otherwise.
|-
| '''Light a torch'''
| ✅ Yes
| If all materials (torch + tinder) are in hand.
|-
| '''Mount or dismount a horse'''
| ❌ No (Uses movement)
| Costs half your movement speed, not an action.
|-
| '''Speak a few words'''
| ✅ Yes
| Brief phrases, warnings, or commands are always free. Long speeches may not be.
|}
<br>
<div id="identify"></div>
== Identifying Magical Objects ==
Learning the properties of a magical object
* If a character chooses to study a magical object without the Identify spell, they may learn its properties through focused investigation.
* Identification attempts can be made during a short or long rest.
*
1. Identify Spell
2. Attunement: After attuning, the character learns its properties, including any magical effects and how to use them.
3. Knowledge or study (short or long rest):
* A PC that is proficient in the item can learn its approximate attack/damage bonus during a short rest.
A PC can use **Arcana**, **History**, or **Investigation** to determine if they have knowledge of or can infer the properties of an object. On success, one or more of the object’s properties are revealed. On failure, no new relevant information is discovered. A check can be repeated during a long rest after 24 hours.
<br>
<div id="special components"></div>
== Special Spell Components ==
Using special material components
Using special material components
* If the caster chooses to use actual material component instead of their focus, the spell may gain enhanced effects
* If the caster chooses to use actual material component instead of their focus, the spell may gain enhanced effects
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* These enhancements vary and may include changes to duration, damage, or other features.
* These enhancements vary and may include changes to duration, damage, or other features.
* The benefits of components are not immediately known and must be discovered through research or experimentation (ARCANA check) attempted during a short or long rest. A failed attempt may destroy the component.
* The benefits of components are not immediately known and must be discovered through research or experimentation (ARCANA check) attempted during a short or long rest. A failed attempt may destroy the component.
<br>
<div id="other"></div>
== other ==

Latest revision as of 18:39, 9 November 2025

Summary Table

[edit]
Rule Name Description
Flanking A +2 attack bonus for tactical positioning on opposite side of foes that can stack with advantage.
Free Actions A character can perform simple actions that don’t require their full focus as a free action.
Identify Magic Rules for identifying magic properties of items.
Special Spell Components A spell focus may still be used instead of material components without gp value; however, using exceptional material components (e.g., superior, supreme) can upgrade spell effects


Details

Flanking

[edit]

When a creature and at least one of its allies are positioned on opposite sides of a hostile creature, they may gain a +2 attack bonus in melee combat.

Requirements:

  • Opposite Sides: You and an ally must each be within 5 feet of the same hostile creature, and you must be able to draw a line through the center of the hostile creature’s space that intersects both your spaces. (This can be determined using a grid or theater of the mind as appropriate.)
  • Engaged Foe: The hostile creature must have focused attention on your ally—typically indicated by having made an attack against, cast a spell targeting, or otherwise directly interacted with that ally during its last turn.
  • Weapon Range: You must be making a melee attack against the foe.

Effect: You gain a +2 bonus to your attack roll against the flanked creature.

Exceptions: Some creatures are particularly aware of their surroundings and are immune to flanking. This includes creatures with Blindsight, Tremorsense, or Truesight or with multiple heads or multiple eyes. Other creatures may posses abilities that provide full peripheral awareness that also prevent flanking.


Free Actions (Special Interactions)

[edit]

In combat, characters often perform quick, simple actions that don’t require their full focus — such as opening a door or drawing a weapon. These are called Free Actions (or Special Interactions).

You can normally perform one Free Action on your turn as part of your movement or action. The DM may allow additional Free Actions if they are quick, obvious, and don’t demand focus.

Action Free Action? Notes
Open or close a door ✅ Yes As long as it’s not locked or stuck.
Draw or sheathe a weapon ✅ Yes (one weapon) Drawing and sheathing in the same turn usually requires an action or specific feat (like Dual Wielder).
Pick up a dropped item ✅ Yes Includes weapons, potions, etc.
Drop an item ✅ Yes (no cost) You can drop something anytime, even outside your turn.
Open an unlocked chest or drawer ✅ Yes Locked chests require an action to pick the lock.
Pull a lever or push a button ✅ Yes Must be within reach and clearly visible.
Take an item from a pouch or belt ✅ Yes Includes grabbing a potion, spell component, or scroll.
Drink a potion ❌ No (Action) RAW, drinking a potion takes an action, not just an interaction.
Hand something to another creature ✅ Usually If both creatures are ready and adjacent, can be part of an interaction; DM’s call otherwise.
Light a torch ✅ Yes If all materials (torch + tinder) are in hand.
Mount or dismount a horse ❌ No (Uses movement) Costs half your movement speed, not an action.
Speak a few words ✅ Yes Brief phrases, warnings, or commands are always free. Long speeches may not be.


Identifying Magical Objects

[edit]

Learning the properties of a magical object

  • If a character chooses to study a magical object without the Identify spell, they may learn its properties through focused investigation.
  • Identification attempts can be made during a short or long rest.

1. Identify Spell 2. Attunement: After attuning, the character learns its properties, including any magical effects and how to use them. 3. Knowledge or study (short or long rest):

  • A PC that is proficient in the item can learn its approximate attack/damage bonus during a short rest.

A PC can use **Arcana**, **History**, or **Investigation** to determine if they have knowledge of or can infer the properties of an object. On success, one or more of the object’s properties are revealed. On failure, no new relevant information is discovered. A check can be repeated during a long rest after 24 hours.



Special Spell Components

[edit]

Using special material components

  • If the caster chooses to use actual material component instead of their focus, the spell may gain enhanced effects
  • actual components can be standard, superior, and supreme.
  • These enhancements vary and may include changes to duration, damage, or other features.
  • The benefits of components are not immediately known and must be discovered through research or experimentation (ARCANA check) attempted during a short or long rest. A failed attempt may destroy the component.



other

[edit]