Threeshades's Tyranny of Dragons

Game Master Threeshades

Battlemap

Map of Greenest


Rules in Effect
The following rules are in effect for this campaign

  • House Rule changes to Druid, as well as one new Feat
  • All options in PHB, Elemental Evil player's guide and SCAG are open, you may also use all races from Volo's Guide to Monsters (keep in mind some of these may have considerable trouble fitting in with society), the Oathbreaker Paladin Oath and Death Cleric Domain, and Eladrin subrace from the DMG. Additionally I'll allow the mentioned options options from the following Unearthed Arcanas:

    • - Underdark Characters (Shadow Sorcerous Origin, Undying Light Patron, Tunnel Fighter Fighting Style, Close Quarters Shooter Fighting Style)
    • - Classics Revisited "Kits of Old" (College of Swords, College of Satire, Cavalier, Scout)
    • - That Old Black Magic (Tiefling subraces, demon summoning spells)
    • - Waterborne (Mariner Fighting Style)
    • - Feats (Fell Handed, Blade Mastery, Flail Mastery, Spear Mastery, Alchemist, Burglar, Gourmand, Master of Disguise)
    • - the Ranger Revised (Rewritten class and all conclaves) replaces PHB ranger; can also be combined with spell-less ranger
    • - Barbarian Primal Paths (Ancestral Guardian, Storm Herald, Zealot)
    • - Bard Colleges (Glamour, Whispers)
    • - Cleric Divine Domains (Forge, Grave, Protection)
    • - Druid Circles (Dreams, Shepherd, Twilight)
    • - Fighter Martial Archetypes (Arcane Archer, Knight, Samurai, Sharpshooter)
    • - Monk Monastic Traditions (Kensei, Tranquility)
    • - Paladin Sacred Oaths (Conquest, Treachery)
    • - Class Design Variants (Favored Soul sorcerous origin, Spell-Less Ranger variant)

  • Optional Combat actions from the DMG are used. These are listed below.
  • I reward creative and clever use of the envrionment and your abilities beyond their usual intention with good results on a success, as long as they make sense. (specifics on how to attempt such an actions are below under "trying something new")
  • We use square grids for combat. Also the optional rule for diagonal measurement is in place, so every second diagonal counts as two squares.
  • If you have resistance/weakness/immunity to a type of damage, or advantage/disadvantage/immmunity against specific types of effects or conditions, I expect you to apply these defenses yourself, unless I don't give any information on the type of damage or condition you are affected by. In such rare cases I will look up your special defenses myself.

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    Rulings in the Interest of Smooth Gameplay
    In order to minimize the waiting for players to make specific rolls, the following rulings are in place:

  • The DM rolls initiative for everyone including players.
  • When an NPC/Monster uses an ability that requires saves, the DM will announce the type of save and DC as well as what happens upon success or failure.
  • The DM may sometimes roll hidden skill checks, such as knowledge skills or perception for Players. This will only happen if the players aren't supposed to know they failed a check.
  • If a player uses the Ready action, the player gives the DM all the dice roll data necessary for the readied action (for example, in case a so far unseen creature is approaching the party with loud steps and the ranger readies an attack: "Attack +5, Damage 1d8+3, on a crit X happens, don't forget undead are my favored enemy, if it is one"). The DM will make the rolls if the circumstance for the readied action is met.

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    Actions in combat
    The following actions are possible in addition to the ones described in the PHB.

    CLIMB ONTO A BIGGER CREATURE
    A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the sma ller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it.
    The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to DM discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check.
    The smaller creature chooses which ability to use.

    DISARM
    A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

    MARK
    This option makes it easier for melee combatants to harry each other with opportunity attacks.
    When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

    OVERRUN
    When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

    SHOVE ASIDE
    With this option, a creature uses the special shove attack from the Player's Handbook to force a target
    to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

    TUMBLE
    A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

    TRYING SOEMTHING NEW
    You are free to try anything your character should conceivably be capable of doing. Clever use of your abilities (be it an unusual way to attack with your weapon or something as specific as a spell) and the environment will be rewarded with good results on a success. If you try something not covered by the rules, tell me the result you are attempting to achieve (either in the description of your action or in OOC tags if the specifics go beyond the scope of a nice description) and make any rolls you think would make sense for this action. If the rolls you made are not what I deem appropriate I will simply ignore them and roll the right checks in your stead, to keep the game flowing.