Your Immortal DM
First Post
HOUSERULES
MAGIC ITEMS
• adamantine weapon (any, made of metal), uncommon
This weapon is forged with adamantine, one of the hardest substances in existence, and is virtually unbreakable. Any weapon made of adamantine counts as one category higher in rarity than a normal weapon of its type.
• holy avenger, mantle of spell resistance, robe of the archmagi, scarab of protection, spellguard shield, and a staff of the magi provides the modified magic resistance trait against spells.
• ring of spell turning add “You can use a reaction to reflect one spell of 7th level or lower without rolling a 20 on the saving throw. Once used, this property of the ring can't be used again until the next dawn.
• sphere of annihilation change to “A creature whose space the sphere enters must succeed on a DC 20 Dexterity saving throw or be touched by it, taking 24d10 force damage, and one limb or extremity is annihilated, and the creature must roll on the System Shock table. If the saving throw fails by 5 or more, or the target is reduced to 0 hit points, the target dies and is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated creature.”
• sword of sharpness change to “When you attack a creature with this weapon and roll a 20, you lop off one of the target’s limbs, and the creature must roll on the System Shock table… A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its limbs to be cut off with this weapon. Such a creature instead takes an extra 4d6 slashing damage from the hit.”
SPELLS
Arcane Age: Magic-users can cast more powerful spells using this option. Spells with a “At Higher Levels” effect can benefit from the higher level effects at the option of the magic-user (up to the maximum slot level the spellcaster can cast) while expending the normal slot level to cast the spell. The spell is not considered a higher level spell when using this option. Psionic spellcasters scale to their psi limit when using this option.
• Abi-Dalzim’s horrid wilting add “If the saving throw fails by 5 or more, the creature gains one level of exhaustion.”
• alter self, animate dead, create undead, polymorph or shapechange add “At the DM’s discretion, additional forms beyond those normally available can be researched by seeing and studying a creature.”
• circle of death (60 hp or less), disintegrate, finger of death, or any magical attack with the word ‘death’ or ‘disintegration’: add “If the saving throw fails by 5 or more, or the creature is reduced to 0 hit points, the target dies.”
• cloudkill (40 hp or less), prismatic (green) effect, or any magical attack that can cause poison damage “If the saving throw fails by 5 or more, the creature must roll on the System Shock table.”
• color spray add “A creature with 20 hit points or fewer: blinded and stunned for 1d4 rounds, and a creature with 10 hit points or fewer: unconscious for 2d4 rounds.”
• contingency, add “At Higher Levels: When you cast this spell using a spell slot of 9th level, you can choose a spell of 6th level or lower that can have a casting time up to 1 minute.”
• death ward add “At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you have resistance to necrotic damage, and your hit point maximum can't be reduced.”
• divine word, add “At Higher Levels: When you cast this spell using a spell slot of 9th level, the targets suffer an effect based on half their current hit points.”
• elemental weapon, or magic weapon add “...and treats the weapon as a uncommon magic item (+1), a rare magic item (+2), or a very rare magic item (+3). If cast on a magic weapon, only the greatest bonus applies.”
• enlarge/reduce change “Enlarge. The target's size increases by one half in all dimensions, and its weight is multiplied by three and a third.”
• flesh to stone, prismatic (indigo) effect, or any magical attack that can cause the petrified condition; add “If the saving throw fails by 5 or more, the creature is instantly petrified.”
• geas, add “The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks. Deviation from or twisting of the instructions causes corresponding loss of Strength points until the deviation ceases…A remove curse, greater restoration, or wish spell also ends it, if cast in the same slot level as the geas.”
• harm, phantasmal killer, or weird add “If the saving throw fails by 5 or more, the creature must roll on the System Shock table.”
• haste, add “At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.”
• illusory script add “At Higher Levels: When you cast this spell using a 3rd level slot, the illusory script acts as a glyph of warding (spell glyph) holding a suggestion spell. When you cast this spell using a 4th level slot, it holds a confusion spell targeting unauthorized creatures glancing at the script.”
• Mordenkainen’s sword add “You can also take the attack action with the sword.”
• phantasmal force, add “At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6, and you can target one additional creature for each slot level above 2nd.
• phantom steed, add “At Higher Levels: When you cast this spell using
a spell slot of 4th level, it can ignore difficult terrain and has a duration of 8 hours, using a 5th level slot it can water walk, using a 6th level slot it can air walk, and using a 7th level slot it gains a flying speed.
• simulacrum change to “It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, ability score increases, feats, proficiency bonus, and special abilities for a creature of that level or HD).
• stoneskin change to “...has resistance to bludgeoning, piercing, and slashing attacks. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, it also functions as a death ward spell triggering only against slashing, piercing, or bludgeoning attacks.”
SPECIAL ATTACKS
Called Shots. A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The attack has disadvantage (and possibly a penalty based on size or cover) but if successful, the target must make a Constitution save (DC equals 10 or half the damage dealt, whichever number is higher), or it has an effect from the Lingering Injuries table appropriate to the called shot (see Dungeon Master’s Guide, page 272).
A called shot cannot be attempted if the attacker cannot see or adequately target the called shot location due to cover, darkness, blindness, invisibility, etc.
Draining Kiss (succubus/incubus), Energy Drain (demilich), Enervation Ray (beholder), Life Drain (specter, wight, wraith), Vampire Bite, or any attack which reduces maximum hit points “…for each 10 points of maximum hit point reduction a creature has, its treated as one level less for its proficiency bonus. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting), and class features for each level lost. Spellcasters lose prepared spells or slots as a result of level loss.”
Poison. add “If the poison deals damage, and the saving throw fails by 5 or more, the creature must roll on the System Shock table.”
VULNERABILITIES, RESISTANCES, AND IMMUNITIES
Damage Immunities or Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks “…and resistance to magic weapons of rarity less than their challenge rating tier or level.”
• First tier, uncommon (CR 1–4); +1 weapons
• Second tier, rare (CR 5–10); +2 weapons
• Third tier, very rare (CR 11–16); +3 weapons
• Fourth tier, legendary (CR17–20); hammer of thunderbolts, holy avenger, vorpal sword, etc.
• Epic tier, artifacts (CR 21+); Axe of the Dwarvish Lords, Sword of Kas, Wand of Orcus, etc.
Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. The creature has immunity to bludgeoning, piercing, and slashing from nonmagical attacks.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects. “Furthermore, you have resistance against the damage of spells or they have half their normal effects against you.”
MAGIC ITEMS
• adamantine weapon (any, made of metal), uncommon
This weapon is forged with adamantine, one of the hardest substances in existence, and is virtually unbreakable. Any weapon made of adamantine counts as one category higher in rarity than a normal weapon of its type.
• holy avenger, mantle of spell resistance, robe of the archmagi, scarab of protection, spellguard shield, and a staff of the magi provides the modified magic resistance trait against spells.
• ring of spell turning add “You can use a reaction to reflect one spell of 7th level or lower without rolling a 20 on the saving throw. Once used, this property of the ring can't be used again until the next dawn.
• sphere of annihilation change to “A creature whose space the sphere enters must succeed on a DC 20 Dexterity saving throw or be touched by it, taking 24d10 force damage, and one limb or extremity is annihilated, and the creature must roll on the System Shock table. If the saving throw fails by 5 or more, or the target is reduced to 0 hit points, the target dies and is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated creature.”
• sword of sharpness change to “When you attack a creature with this weapon and roll a 20, you lop off one of the target’s limbs, and the creature must roll on the System Shock table… A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its limbs to be cut off with this weapon. Such a creature instead takes an extra 4d6 slashing damage from the hit.”
SPELLS
Arcane Age: Magic-users can cast more powerful spells using this option. Spells with a “At Higher Levels” effect can benefit from the higher level effects at the option of the magic-user (up to the maximum slot level the spellcaster can cast) while expending the normal slot level to cast the spell. The spell is not considered a higher level spell when using this option. Psionic spellcasters scale to their psi limit when using this option.
• Abi-Dalzim’s horrid wilting add “If the saving throw fails by 5 or more, the creature gains one level of exhaustion.”
• alter self, animate dead, create undead, polymorph or shapechange add “At the DM’s discretion, additional forms beyond those normally available can be researched by seeing and studying a creature.”
• circle of death (60 hp or less), disintegrate, finger of death, or any magical attack with the word ‘death’ or ‘disintegration’: add “If the saving throw fails by 5 or more, or the creature is reduced to 0 hit points, the target dies.”
• cloudkill (40 hp or less), prismatic (green) effect, or any magical attack that can cause poison damage “If the saving throw fails by 5 or more, the creature must roll on the System Shock table.”
• color spray add “A creature with 20 hit points or fewer: blinded and stunned for 1d4 rounds, and a creature with 10 hit points or fewer: unconscious for 2d4 rounds.”
• contingency, add “At Higher Levels: When you cast this spell using a spell slot of 9th level, you can choose a spell of 6th level or lower that can have a casting time up to 1 minute.”
• death ward add “At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you have resistance to necrotic damage, and your hit point maximum can't be reduced.”
• divine word, add “At Higher Levels: When you cast this spell using a spell slot of 9th level, the targets suffer an effect based on half their current hit points.”
• elemental weapon, or magic weapon add “...and treats the weapon as a uncommon magic item (+1), a rare magic item (+2), or a very rare magic item (+3). If cast on a magic weapon, only the greatest bonus applies.”
• enlarge/reduce change “Enlarge. The target's size increases by one half in all dimensions, and its weight is multiplied by three and a third.”
• flesh to stone, prismatic (indigo) effect, or any magical attack that can cause the petrified condition; add “If the saving throw fails by 5 or more, the creature is instantly petrified.”
• geas, add “The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks. Deviation from or twisting of the instructions causes corresponding loss of Strength points until the deviation ceases…A remove curse, greater restoration, or wish spell also ends it, if cast in the same slot level as the geas.”
• harm, phantasmal killer, or weird add “If the saving throw fails by 5 or more, the creature must roll on the System Shock table.”
• haste, add “At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.”
• illusory script add “At Higher Levels: When you cast this spell using a 3rd level slot, the illusory script acts as a glyph of warding (spell glyph) holding a suggestion spell. When you cast this spell using a 4th level slot, it holds a confusion spell targeting unauthorized creatures glancing at the script.”
• Mordenkainen’s sword add “You can also take the attack action with the sword.”
• phantasmal force, add “At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6, and you can target one additional creature for each slot level above 2nd.
• phantom steed, add “At Higher Levels: When you cast this spell using
a spell slot of 4th level, it can ignore difficult terrain and has a duration of 8 hours, using a 5th level slot it can water walk, using a 6th level slot it can air walk, and using a 7th level slot it gains a flying speed.
• simulacrum change to “It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, ability score increases, feats, proficiency bonus, and special abilities for a creature of that level or HD).
• stoneskin change to “...has resistance to bludgeoning, piercing, and slashing attacks. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, it also functions as a death ward spell triggering only against slashing, piercing, or bludgeoning attacks.”
SPECIAL ATTACKS
Called Shots. A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The attack has disadvantage (and possibly a penalty based on size or cover) but if successful, the target must make a Constitution save (DC equals 10 or half the damage dealt, whichever number is higher), or it has an effect from the Lingering Injuries table appropriate to the called shot (see Dungeon Master’s Guide, page 272).
A called shot cannot be attempted if the attacker cannot see or adequately target the called shot location due to cover, darkness, blindness, invisibility, etc.
Draining Kiss (succubus/incubus), Energy Drain (demilich), Enervation Ray (beholder), Life Drain (specter, wight, wraith), Vampire Bite, or any attack which reduces maximum hit points “…for each 10 points of maximum hit point reduction a creature has, its treated as one level less for its proficiency bonus. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting), and class features for each level lost. Spellcasters lose prepared spells or slots as a result of level loss.”
Poison. add “If the poison deals damage, and the saving throw fails by 5 or more, the creature must roll on the System Shock table.”
VULNERABILITIES, RESISTANCES, AND IMMUNITIES
Damage Immunities or Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks “…and resistance to magic weapons of rarity less than their challenge rating tier or level.”
• First tier, uncommon (CR 1–4); +1 weapons
• Second tier, rare (CR 5–10); +2 weapons
• Third tier, very rare (CR 11–16); +3 weapons
• Fourth tier, legendary (CR17–20); hammer of thunderbolts, holy avenger, vorpal sword, etc.
• Epic tier, artifacts (CR 21+); Axe of the Dwarvish Lords, Sword of Kas, Wand of Orcus, etc.
Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. The creature has immunity to bludgeoning, piercing, and slashing from nonmagical attacks.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects. “Furthermore, you have resistance against the damage of spells or they have half their normal effects against you.”