house rules

Spellcasting Combat Narration for D&D

image credit: Ben Wootten

So I was gonna include this in my other article on narrating combat, but it proved far too lengthy, so I made this into part 2! 

Combat is easy to describe compared to narrating spell attacks. I ran into this problem last session when I was getting into detail telling the barbarian how they tore off an ogre’s head but then the druid just kept using Fire Bolt and I kept defaulting to “you shoot a bolt of fire at his face.” I’m going to try and vary things up with these lists and help everyone else in the process! I am organizing them by energy type.

Mode of Attack

Half of a spell’s attack is how the caster shapes their spell. The same spell can look very different with every casting if you have a creative DM. Feel free to switch it up each time it’s cast, or vary the same spell when cast by different characters of different classes.

Attack Words

Generic shapes and terms that will launch from the caster’s hand.

Helix, Spiral, Beam, Erratic, Mote, Bolt, Stream, Blast, Burst, Blade, Arc, Miasma, Cloud, Eruption, Wave, Cone, Missile, Rune, Glyph

Class-Based Ideas

  • Bard
    • Energy manifests from thin air a foot in front of their instrument as they play
    • Energy is shaped like ribbons of written music that ripples towards enemies
    • Several tiny motes of energy appear with each note sung or played. Each point of damage comes from a mote hitting the opponent (rolls a 4 out of a d6, 4 of the 6 note-motes hit)
  • Cleric
    • Energy falls from the sky or emerges from the ground as the cleric prays
    • Beam of energy originates from holy symbol
    • Spell attack should highlight that the cleric is granted their powers from a greater power, don’t have the energy come from their hand/finger. Have the energy come TO them, and then be thrown at the enemy.
  • Druid
    • Energy is shaped like an animal.
    • Energy rushes forth from the surrounding wilderness and zooms past the druid and toward the foe.
    • Much like Cleric, energy shouldn’t come from the caster. It should come from elsewhere before being thrown at the enemy.
  • Fighter (Eldritch Knight)
    • Energy blasts from their bound weapon pointed at the enemy.
    • Energy fires from their mouth as they yell.
    • Energy surrounds their weapon and is used in tandem with it (if close enough)
  • Monk (Way of Four Elements)
    • Literally just watch Avatar: the Last Airbender and do that.
  • Paladin
    • Most Paladin spells are smite-based, so they usually happen when an attack hits. Otherwise, let the energy come from a higher power like the Cleric.
    • Energy bursts forth from within the creature hit
    • Energy surrounds weapon right as the strike lands
    • Energy falls from the sky or erupts from the ground
  • Ranger
    • Honestly, most Ranger spells often seem a lot like man-made traps like Cordon of Arrows (arrow traps), Fog Cloud (smoke grenade), or Grasping Vine (slipknot trap). But otherwise, Play it like the Cleric where the energy comes from a higher power.
    • Energy takes the form of the Ranger’s animal companion or an animal they associate with.
    • Spells seem to cast automatically whenever the Ranger is in a tight spot, almost as if nature itself is protecting them. The Ranger gives an approving nod whenever this happens in thanks.
  • Rogue (Arcane Trickster)
    • Energy is always accompanied by a shimmer of glitter
    • The Rogue plays with the energy over their fingertips as they whistle before casting the spell.
    • Energy enchants one of the Rogue’s daggers and casts the spell by tossing the dagger at the intended location or target.
  • Sorcerer (Draconic Bloodline)
    • Energy takes the shape of a dragon of your bloodline.
    • Energy surges forth from your breath
    • All energy takes the shape of your bloodline dragon’s energy type, regardless of the actual energy type. For instance, a sorcerer of a blue dragon’s bloodline that casts Burning Hands or Cone of Cold keeps the energy type but shapes the fire and cold damage into the form of a bolt of lightning. 
  • Sorcerer (Wild Magic) 
    • Energy takes on many random forms, never under the full command of the Sorcerer.
    • Energy erupts from random places in the environment when the Sorcerer calls upon them.
    • Energy bubbles and fizzes with all energy types (but mostly the one called upon), as if a piece of Limbo was thrown at the enemy.
  • Warlock (Archfey)
    • Your energy shimmers with iridescent colors and showers enemies with sparks of glitter.
  • Warlock (Great Old One)
    • Your magic corrupts and twists the flesh of the target of your spell, regardless of the energy type.
  • Warlock (Fiend)
    • Energy takes the shape of the unholy symbol of your patron.
  • Wizard (Abjuration)
    • Energy shoots forth from your magical wards, arcing towards your enemies.
  • Wizard (Conjuration)
    • You conjure a short-lived elemental of the energy type you need. It soars at the enemy.
  • Wizard (Divination)
    • You weave the glowing threads of fate in the palms of your hands, tweaking reality to cast your spell.
  • Wizard (Enchantment)
    • You enchant an object to exude the energy and toss it at the enemy.
  • Wizard (Evocation)
    • I mean, you just sorta blast them. That’s what this school’s about.
  • Wizard (Illusion)
    • Your spell usually spawns two or three illusory copies. When the attack misses, the enemy simply managed to dodge the right duplicate.
  • Wizard (Necromancy)
    • Your energy takes the shape of a skull screaming as it flies toward the enemy
  • Wizard (Transmutation)
    • You transmute the energy out of the surrounding environment and fire it at the enemy

On-Hit

So if half of a spell’s attack is the shape and travel of the spell, the other half is when the spell hits. I organized this list by energy type, as different energies will do different sorts of things when they hit a creature. This is mostly a collection of interesting effects, colorful language, and examples.

Fire

  • Your bolt of fire singes their armor (burning cloth, blackening leather, discoloring metal)
  • A tiny bead of fire explodes on contact
  • Showers them with red sparks
  • Your attack leaves behind a billowing trail of smoke
  • A fast-travelling meteor of flame soars from the sky towards the enemy.
  • Your flames leave blisters and cracked skin in its wake.
  • Your fire blackens the enemy’s flesh

Cold

  • You freeze the moisture in the air into icy daggers that fall onto your enemy
  • You freeze the water in their blood to damage them
  • Their skin turns blue and numb
  • You literally hurl a snowball at them.
  • Your spell leaves them covered in a layer of frost
  • A buildup of ice covers where your spell hit. (it’s easily shattered once they move, though)
  • A blast of icy wind and rain leaves them shivering.

Thunder

  • A crack of thunder pummels your foe
  • A high-pitched, deafening shriek focuses itself on the target
  • A thin trail of blood races from the foe’s ears from a sound no one else can hear
  • The enemy falls to their knees cupping their hands over their ears, gritting their teeth
  • You buffet the target with waves of thunderous sound
  • The ground shakes with the force of your spell. Brittle glass objects nearby shatter.

Lightning

  • Lightning comes from the sky to smite your foe
  • You all smell the faint odor of ozone before a bright bolt of lightning streaks toward the target of your spell
  • Before your enemy can blink they are showered in electrical sparks followed by crippling pain
  • The enemy’s back stiffens as the powerful current of lightning surges through them
  • Your attack leaves a permanent web of lightning shaped burns all over one side of their body
  • Your blast of lightning causes their skin to rupture as it travels through their body

Acid

  • Your acid sizzles as it burns a new, unnatural color into their skin
  • The attack melts their flesh, leaving them permanently disfigured at the site of the spell
  • Your spell’s acid causes blue fire to burn where it hit their skin, and bleaches their armor and belongings
  • A rancid smell fills the foe’s nostrils as the acid bubbles on their bare skin, burning through the simple cloth of their shirt.

Poison

  • You spew a poisonous cloud from your mouth at your opponent
  • A spectral viper or insect is flung at the opponent, biting them and filling them with magical venom
  • Your index and middle finger each grow a poisonous fang which you sink into your opponent’s arm (melee range spell attacks only)
  • The enemy’s mouth fills with a foul tasting liquid which forces its way down their throat

Necrotic

  • Your target’s flesh bubbles and boils as a black ichor sputters from the spell’s origin
  • The foe’s flesh festers with magical disease as boils and wounds quickly cover the affected area
  • A skeletal hand wriggles free from beneath the earth, flying towards the target
  • An incorporeal undead shrieks as it flies from your finger toward the enemy to deliver the spell’s effect
  • Black energy swirls around your arm before launching towards the enemy as if it had a life of its own
  • Your iridescent blue magic enters the target’s body and afflicts their soul, making them momentarily dazed as their eyes glaze over.

Radiant

  • A holy light shines from the skies to harm your target, regardless of time of day or obstructions
  • A halo of radiant energy surrounds your head and blinds the target as they gaze upon it
  • Enemies that aren’t of your alignment hear the whispers of your deity moments before being enveloped in a blinding white light
  • The foe’s eyes and mouth emit warm light and they howl in pain
  • A blade of radiant energy slashes through the victim, leaving a trail of blinking motes of light in its wake
  • The enemy’s skin blisters from the raw positive energy surging through them

So essentially this whole post was a creative writing assignment for myself, but I hope that it gives you guys new creative ideas for new spells or new ways to describe existing spells! They don’t much affect the mechanics of the spell at all, so most DMs I suspect will be fine with most of these descriptions if you want your character to cast spells a certain way.

House Rules (M)

Originally posted by nnochu

Summary: Frustration over recent political changes sets you off, and your loving husband helps you see the error of your ways.

Pairing: Yoongi x Reader

Genre: Smut

Word Count: 7,492

Warning: Dom!Yoongi, husband/wife relationship, teasing, punishment, edging, ass play, dirty talk, political themes

A/N: I could probably add more warnings. Rest assured, this is not vanilla. Enjoy!

Keep reading

D&D: Teamup Attacks

A neat way to encourage teamwork and partnership midcombat: get a bonus when you combine your action with another character! You’ve probably seen things like it before in comics and action movies. The “fastball special” when Colossus throws Wolverine at an enemy. Hawkeye firing an arrow with Ant-Man hiding microscopically on the arrowhead. The ol’ one-two.

The mechanic I’m using for this is to let players use a teamup attack whenever two players roll the same intiative result, but you could feasibly let them do it if they ready their actions appropriately and make proper rolls for whatever they are trying to do. But otherwise, you just add some sort of condition or bonus damage to the attack, along with the regular damage from both players’ attacks. It’s that easy! After the first teamup attack, the players resolve initiative normally by figuring out which player has the higher modifier or rerolling.

The fun part of this mechanic is you or your players coming up with a special attack! Check out some examples I came up with below.

Fastball Special

Half-Orc Barbarian + Halfling Rogue: The Barbarian uses their strength to throw the rogue at an unwary enemy! The attack deals the regular sneak attack damage plus the barbarian’s regular attack damage, and then knocks the target prone.

Timber!

Fighter + Druid: The Druid casts Entangle or Thorn Whip or some such spell to wrap up the target’s feet, setting up the Fighter (or any martial class, really) to knock them down with a heavy blow to the torso or head. This deals the Druid’s normal damage from the spell (if applicable) and then the Fighter’s damage, plus knocks the target prone.

Shadow Boxing

Way of Shadow Monk + Assassin Rogue: Alternating attacks from each player jumping out of hiding and back into the shadows between each strike confuses the enemy. The target has disadvantage on all attacks during its next turn and cannot move more than 5 feet. It also takes the Monk’s and Rogue’s regular attack damage.

Nail on the Head

Great Weapon Paladin + Archery Ranger: The Ranger hits the creature with an arrow, and then the Paladin follows through with their two-handed maul, hammering the arrow deeper into the creature’s wound. This deals regular damage from the Paladin and Ranger plus causes the creature to bleed for 1d4 damage each round for three rounds.

Come to Deity

Paladin + Cleric: One of the players sweeps the target’s feet and the other whacks the back of their head, causing the target to fall into a kneeling position before the two holy heroes. The damage from both players coupled with their righteous auras causes the creature to become Frightened for one round.

Who Turned Out the Lights?

Fighter + Rogue: The Rogue pulls some of the target’s clothing or a bag over the target’s head, blinding them for 1 round if they are subject to such a condition. The Fighter and Rogue then wail on the creature with their attacks, each of which is made at advantage.

Soul Shred

Good Cleric + Fiend Warlock: The two players blast the target with spells of both fiendish and celestial energy, like an Eldritch Blast and Sacred Flame. The diametric energies surge through the target and vibrate enough to damage their very soul. The creature gains 1d2 levels of Exhaustion in addition to regular damage.

Elemental Convergence

Sorcerer + Wizard: The two spellcasters cast spells with different energy types simultaneously. The target(s) are Stunned for one round from their bodies trying to recover from the shock to their system. The creature or creatures take regular damage from the spells.

Harmonic Spell

Bard + Sorcerer: The Bard guides the energy of the Sorcerer’s spell with their musical magic, fascinating everyone who can see the spell (but not the initial targets of the spell). These creatures gain disadvantage on Perception checks and have their attention drawn to the spell’s effect, even if they were in the middle of combat, giving their enemies a chance to make Stealth checks. The Bard adds a die equal to their Bardic Inspiration die to the Sorcerer’s spell damage, without expending a use of Bardic Inspiration.

Arcane Epiphany

Wizard + Wizard of different school: The two Wizards combine the culmination of their studies to reach a magical revelation of sorts. They can each combine a spell from their chosen schools of magic to create a new spell, limited only by the imagination of the two players. For example, a Shocking Grasp and Phantom Steed launches an electrified steed at the target, becoming a regular Phantom Steed after the damage is dealt. The spell combines the damage of both base spells plus 2d6 damage, if either of the spells deal damage.

Rain of Arrows/Torrent of Blows

Ranger + Ranger: The two Rangers barrage the target with either their dual weapons or multiple arrows. The creature hesitates offering each ranger time for an additional attack in addition to their regular attacks, each at -1.

Look Behind You

Archery Ranger + Rogue: The Ranger and Rogue attack from hiding and use each other’s attacks to distract the creature from one another. The attacks deal a bonus 1d4 damage and do not reveal either player’s hiding place.

Beastcall

Bard + Druid: The Bard’s music combines with the Druid’s natural affinity to call a woodland creature to aid in the battle. This round, the Bard and Druid both deal damage from their respective spells or attacks. Next round, between the Druid and Bard’s initiative, a beast of CR 2 or less arrives to make an attack against a target the Bard and Druid agree upon, using the higher of the two characters’ proficiency modifiers to the attack and damage rolls. The beast then retreats back into the wilderness.

Eldritch Infusion

Warlock + Barbarian: The Warlock infuses the Barbarian’s open mind with the force of their patron to fuel their rage. The Warlock can use its action each round to maintain this bond. While infused, the Barbarian’s last attack each round deals damage equal to the Warlock’s Eldritch Blast damage plus 1d10 additional damage.

Dragoncall

Cleric + Draconic Bloodline Sorcerer: Through the Cleric’s exaltation to the draconic deities and the Sorcerer’s draconic origin, the two of you call a dragon to your aid. The Cleric and Sorcerer deal no damage this round. Next round, however, a Young dragon of the Cleric’s or Sorcerer’s choice arrives to use its breath weapon on a 15′ radius area they agree upon, using the dragon’s regular damage and saving throw. The dragon then leaves once its air raid is complete. (this one is a bit of a stretch, but I think that it’s fair if they forego their damage for a round to gain about 16d6 (possibly halved) damage on a small area.)


edit: It was also brought to my attention that Pathfinder’s Teamwork feats are a great example for these! Two I liked were Cover Fire and Harder They Fall. The former lets you use your ranged attacks to also use the Aid action, which i think still works in 5e. The latter lets you help an ally make a bull rush (Shove in 5e) attempt against a creature two sizes bigger than normal, which sounds like something that can be adapted! Even if you don’t use an explicit mechanic, always remember to think outside the box during he game and use teamwork to your advantage!

House Rules

So for those of you that are spirit keepers/companions, or are spirit workers of any frequency, you may know a bit about house rules. Now keep in mind, you don’t need to have house rules. Some don’t find that they need them, some prefer not to have them. I choose to have a set of house rules because I find that for me, it helps bring a little peace and harmony to my house, and that if anything did go wrong, I have something to refer to. Anyone in my house, be it astral being, spirit or entity, from white arts to dark arts to black arts, is expected to follow these rules while they are part of my household/in my house.

These are my house rules. Feel free to use them if you like, modify them, add/subtract as you see fit. I have had a lot of success with these so far, and no incidents. Depending on who is in your family/keep/court, you may need to add rules, or subtract them. But these are what work for me & my family. What is in bold is my actual rule, and then I will expand upon the rule if I see fit.

1. Never harm or show disrespect to myself, my significant other, any other member of my family, friends or welcome household guests. This is obvious… I don’t want any of my spirit family hurting each other, nor do I want them hurting any human or animal that is welcome in my house.

2. Never harm any children or pets.

3. Never show yourself to anyone besides myself in your true form, unless your true form is something that would not scare them. (Example: If it is a child, appear as something child friendly.) I have a few not so pleasant looking family members, or some beings that in their true form are pretty terrifying. I wouldn’t want them showing themselves to a child or an adult.

4. Sexual contact is only welcome with me and will not be permitted with anyone else. Basically just don’t go touching my boyfriend or anyone else, they don’t appreciate it. 

5. No physical manifestations at work in front of anyone but myself. Patients and coworkers are not to know about you. Some of you may not need this, but I work with the public and don’t need a spirit manifestation scaring patients away.

6. Protect yourself at all times. If something comes up and I can do something about it, I will help. 

7. Do not hamper with communication. This covers and includes communication between yourselves, or with me. If I am working specifically with one or with one group, I don’t need anyone else butting in and hampering that communication. Wait until I am done.

8. Do your part for the highest good of the household, including all spirits, entities, astral beings & other. All living people, spirits, entities, astral beings & other shall work at living together peacefully. Bullying wont be tolerated, if you have an issue, contact me.

9. We work as a team, with me being the team leader. If you have suggestions, tell me. If you are unsure to my wishes, ask me or look within. If they have doubts about something, my family is always welcome to “look within” for my wishes, if I am for some reason unavailable to ask. 

10. No twisting my words.

11. No lying. Do not pretend to be something/someone you are not. Do not make anything up to make someone else look bad.

12. Disarm malicious magic that is sent my way by someone else or that is around by circumstance.

13. Keep watch over property & always be ready to act against any pending issue.

14. Help identify any possible conflicts. Help judge the character of people, spirits, entities, astral beings & other around us. This has actually been a useful rule in several situations. Its really two rules condensed into one, as well, but its how I have it written in my notebook.

 Thats it! They are fairly long, but also fairly basic, and cover the essentials. Most rules are pretty obvious, but I would rather state the obvious then regret not stating the obvious later on. Again, this is just what I use for my house rules (its nice to have a digital copy on here as well) - you can use them if you like, add/remove rules as needed. & if you don’t do spirit work, or have spirits in your regular household, you don’t even need to have this.

Enjoy!

Forgive your enemies, but don’t forget their names.
—  John F. Kennedy. {SLYTHERINS 🐍🐍}
15 Rules to Live By
  1. If you’ve already eaten, do not take seconds unless everyone else has had firsts.
  2. if you use the last of the toilet paper, change the roll.
  3. Chew with your mouth closed like a proper human adult.
  4. Wash your dishes within 6 hours of use.
  5. During the day, keep all drapes open to let the sun in.
  6. During the warm months, keep the windows open so air can flow through the house. If its too hot, do this at night.
  7. If you’re bored, go outside.
  8. Keep the space tidy - exceptions are workbenches if they are in a basement or in a shed.
  9. Be in bed by 10 PM and up by 7 AM at the latest; I guarantee you its better for both your physical and mental health.
  10. No negative Nellies; there is always a silver lining. (Grieving through tragedy is different)
  11. No complaining about the snow. Embrace it and enjoy it while it lasts because before long, everyone will be complaining about the summer heat.
  12. There is no need for the faucet to be on full-blast.
  13. If someone is annoying you, be patient and wait for a while before gently asking them to stop. Likewise, if someone asks you to stop doing something, either stop, or make a fair compromise. The world does not revolve around you and patience is a virtue.
  14. Be sure that all lights and fans are off before you leave the house.
  15. Always do a quick wipe-down of all counters and sinks after you use them.
Slytherin Headcanon:

The Slytherins have a secret passage in the common room that goes to the kitchens; so if students miss dinner or feel peckish at night then they never miss a meal and have full access to any manner of snacks.

By: @potterhead-slytheringirl

D&D 5e: Shields?!?

image credit: Austin Hsu

Shields exist in D&D 5e. That’s about it. You can bash with em and get +2 AC with em, but that’s all that they do. That’s all the customization that they have. But what about the differences in wood and metal shields? What if I carry a buckler? What about my shield breaking? What if I am a simple weapons guy? Shields were hands-down the best options for soldiers in the middle ages fighting with one-handed weapons so they really should have more mechanics dealing with them. Here are some homebrew rules for shields to let more people use them and make using them more fun!

Some notes I couldn’t fit in any section: Shields went out of style as armor improved. People started using two-handed weapons around the same time full plate armor became widely used. The kite shield was used in a time when leg armor was weak or not worn because it was too heavy and unwieldy. The kite shield’s shape could protect their legs without exposing themselves to attack. Also those shields with holes for lances were largely ceremonial or for jousting tournaments only, not adventuring. Bucklers were the most common for someone who needed to be ready for combat at a moment’s notice, as carrying a shield was really tiring unless you were going specifically to battle. But hey, this is a fantasy RPG so we can do whatever looks badass.

Shields

  • Wooden Shield: +1 AC.
  • Metal Shield: +2 AC. Only creatures proficient with Medium or Heavy Armor can comfortably use a metal shield. Druids are typically forbidden from using a metal shield.
  • Wooden Buckler: No AC bonus. Creatures proficient with Light Armor can wear bucklers. Does not provide an AC bonus against ranged attacks. You can use your reaction to deflect an incoming melee weapon attack that beats your armor class, reducing the damage by 1d4. The buckler has a 50% chance to break when used in such a way.

A metal buckler

  • Metal Buckler: +1 AC. Creatures proficient with Light Armor can wear bucklers. Does not provide an AC bonus against ranged attacks. Druids are typically forbidden from using a metal buckler.
  • Wooden Tower Shield: +1 AC. You must be proficient in Heavy Armor and have a STR score of at least 13 to comfortably wield a tower shield. You can plant the shield on the ground to gain partial cover (+2 AC). When using the shield in this way, you only move at half your regular movement speed. The bonus provided by the shield does not grant cover against spell attacks. You have a -1 penalty to attacks while using your tower shield for cover.
  • Metal Tower Shield: +2 AC. You must be proficient in Heavy Armor and have a STR score of at least 15 to comfortably wield a tower shield. You can plant the shield on the ground to gain partial cover (+2 AC). When using the shield in this way, you only move at half your regular movement speed. The bonus provided by the shield does not grant cover against spell attacks. You have a -1 penalty to attacks while using your tower shield for cover. Druids are typically forbidden from using a metal tower shield.

Special Shields

  • Sticky Shield: When a creature misses you with a melee weapon attack, this sticky shield coated in alchemical slime can catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to your shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding
  • Spiked Shield: When you succeed at a Shove attempt when wielding a spiked shield, you deal 1d6 piercing damage to the target. Improvised weapon attacks made using the spiked shield deal 1d6 damage instead of 1d4.

A dhal shield (Indian spiked shield)

  • Mirrored Shield: Any metal shield treated with alchemical silver. When a ranged spell attack is rolled against the shield’s wielder and the attack misses, the wielder may use their reaction to reflect the spell back at its caster. To do so, the wielder makes an attack roll against the caster using their DEX modifier at disadvantage. If the new attack beats the caster’s AC, the spell affects the caster instead. 
  • Pavise Shield: A tower shield meant for archers to use as cover. It has either a spike on the bottom to be driven into dirt, or a hinged rod to prop it up. Creatures can prop up the pavise shield as an item interaction, or stow it as a bonus action. Once set up, it provides partial cover (+2 AC) for those standing behind it, and it does not move unless hit with a melee attack. You do not need proficiency in Heavy Armor to set up a pavise shield and use it for cover, but using it as a regular tower shield does have this requirement.
  • Tanglevine Buckler: A wooden buckler intricately grown out of vines by wood elves that can be used to deflect ranged attacks as well as melee attacks in the way described above.
  • Stonemountain Shield: A dwarven stone tower shield that requires a STR score of 18 or higher to wield. It can be used to provide ¾ cover (+5 AC) when planted on the ground. In addition, it is resistant to being sundered (see below). It has one additional point of durability.
  • Iron Shield: A metal shield resistant to sundering (see below). It has one additional point of durability.

Shield Interactions

Sundering: You can sunder an enemy’s shield with repeated bashing. You can attempt to hit a creature’s AC minus the bonus provided by their shield to target their shield directly. Each time you hit their shield, roll for damage. For every 7 damage dealt to it, it loses one point of durability. When the last point of its durability is lost, the shield breaks. This also makes it easier for creatures who deal more damage to sunder shields more easily. A magical shield cannot be sundered except by a magical weapon. Use the table below:

  • Wooden Buckler: 1 durability
  • Metal Buckler: 2 durability
  • Wooden Shield: 2 durability
  • Metal Shield: 3 durability
  • Iron Shield: 4 durability
  • Wooden Tower Shield: 3 durability
  • Metal Tower Shield: 4 durability
  • Stonemountain Shield: 5 durability

Group Tactics: Shields for the Romans and Greeks were all about group formations. Greek hoplon shields were held in the left hand and the hoplites would sometimes use their righthand neighbor’s shield to block attacks (leading the right flank to often win battles). Roman scutum shields were sometimes used in a tortoise formation to protect everyone from incoming arrows. Give shield-carrying characters adjacent to one another +1 AC against attacks if they opt to halve their speed and always move together to simulate this.

Example of a Roman scutum shield and javelin 

Javelins: So another point on Roman scuta: the legionaries would usually throw a few javelins as they made their initial charge. The purpose was not necessarily to kill the enemies (although I am sure that would be perfectly welcome). The intent was to get the cheap-to-make pointed sticks to impale themselves in the enemies’ scuta. Have you ever tried to hold up a 6-foot javelin sticking straight out from your forearm? Me neither but I would imagine it’s unwieldy. You have to either spend time snapping it or ripping it out or just ditch the shield altogether. Javelins in D&D, however, always have felt stupid. It’s just a basic ranged attack for orcs and goblins. Instead, have creatures just carry a few javelins and let them try to disable the PC’s shields! And let them do the same! To do so, make a sundering attempt (see above). If you remove at least 1 point of durability, the javelin sticks and the unlucky creature either has to drop the shield, spend an action making a STR check to break the javelin, or else live with a -10 move speed reduction and no shield bonus.

85 Things I am not allowed to do at Hogwarts School of Witchcraft and Wizardry

1. The four houses are not the Heroes, the Brains, the Smartasses and the Junior Death Eaters.

2. No matter how good an Australian accent I can do, I will not imitate Steve Irwin in Care of Magical Creatures class.

3. Growing Marijuana or Hallucinogenic mushrooms is not an extra credit project for Herbology.

4. “I’ve heard every possible joke about Oliver Wood’s name” is not a challenge.

5. I will not use Professor Flitwick as an armrest.

6. The Giant Squid id not an appropriate date for the Yule Ball.

7. I will not add my own lyrics to the Hogwarts school song

8. When called upon in class, I will not insist that the correct answer to everything is “42”.

9. Polishing my wand in the common room is acceptable. “Polishing my wand” in the common room is not

10. I will not start every potions class by asking Professor Snape if today’s project is suitable as a sexual lubricant.

11. Seamus Finnegan is not “after me Lucky Charms”.

12. I will not call the Huffelpuffs the “Special” house.

13. I will not bring a Magic Eight Ball to Divination class

14. I am not allowed to say there is a fifth house called “Spaklypoo”.

15. I do not have a Daniel Potronus.

16. There is no such thing as an Invisibility Thong.

17. I will not take out a Life Insurance policy on Harry Potter.

18. Sirius Black did not found the Sirius Cybernetics Corp.

19. Professor Flitwicks name is not “Yoda”.

20. I am no longer allowed to use the words “Bimp Cane” in front of Draco Malfoy.

20. I will not say the phrase “Dude, Get a life!” to Lord Voldemort.

21. I will not refer to the Accio charm as “The Force”

22. A Time Turner is not a Flux Capacitor and I should therefore not install it in any muggle car.

23. I will not follow potions instructions in reverse order just to see what happens.

24. I will not douse Harry Potter’s invisibility cloak with Lemon juice to see if he will become visible when wearing it and standing near the fan in the common room.

25. I will not give Hagrid Pokemon Cards and convince him that they are real animals.

26. I will not tell first years that “Mean Prison Peppers” is a basic Transfiguration spell.

27. Bringing fortune cookies into Divination class does not count as extra credit.

28. My name is not “Dark Lord Happy Pants” and I am not allowed to sign my papers as such.

29. I will not attempt to magically animate my Marshmallow Peeps.

30. I will never ask Harry if his Scar Senses are tingling.

31. I will not charm the suits of armor to do a rendition of “the Knights of the Round Table” for the Christmas Feast.

32. I am not allowed to make Light saber sounds with my wand.

33. I am not allowed to declare an official Hug A Slytherin Day.

34. I will not steal Gryffindor’s sword from Dumbledore’s office and use it to patrol the hallways.

35. I will not sing, “We’re off to see the Wizard” when sent to the Headmaster’s office.

36. I will not tell Sir Cadogan that Knights who say Ni have challenged him to a duel and then have students yell “Ni” from various directions.

37. Getting every one into the great hall to do the Time Warp will not get me any House Points.

38. I will not lock the Slytherin’s and the Gryffindor’s in a room together and take bets on which House will come out alive.

39. If the thought of a spell makes me giggle for more the 15 seconds, I am to assume that I am not allowed to do it.

40. I will stop asking when we will make “love Potion Number Nice.”

41. I do not weigh the same as a duck and I will not try to use magic to make the duck weigh the same as me.

42. 42 is the answer to every questions on the O.W.L.’s

43. I will stop asking the Arithmancy teacher what the square root of –1 is.

44. I will not put Dr. Filibusters Wet-Start fireworks in the urinals.

45. I will not poke Huffelpuffs with spoons, nor will I insist that their house colors indicate that they are “covered in bees”.

46. I will not sing the Badger song during Hufflepuff-Slytherin Quidditch matches.

47. I will stop asking Professor Snape to the Yule Ball.

48. “To conquer the Earth with an army of flying monkeys” is not an acceptable career choice.

49. I will stop referring to showering as “giving Moaning Myrtle an eyeful.”

50. When fighting Death Eaters at the annual June battle of Good Vs. Evil, I will not lift my wand skyward and shout, “There can only be ONE!”

51. Remus Lupin does not want a flea collar.

52. I will not refer to Kingsley Shacklebot as a “big Black Sex Auror”

53. I am not a sloth animagus

54. I will not give Snape a portkey that will bring him directly into Professor Mcgonigal’s privet bathroom while she is in there…

55. First years are not to be led to Fluffy

56. It is a bad idea to tell Professor Snape that he takes himself to seriously

57. I will not dress up as Lord Voldemort for Halloween.

58. Enchanting all brooms to hum “the Sorcerer’s Apprentice” is very annoying.

59. “OMGWTF!” is not a spell.

60. Yelling, “To infinity and BEYOND!” was only funny the first time I said it when I sneak off on my broom.

61. I will not claim my X-Files tapes are “Auror Training Videos.”

62. I am not the Defense Against the Boring Classes professor.

63. I am not allowed to give the Gryffindors pixie sticks.

64. I am not allowed to reenact famous battles from the Revolutionary War in the Charms Corridor.

65. I will not, under any circumstances, ask Harry Potter who died and made him boss.

66. Albus Dumbledore is not my personal Jesus.

67. I will not sing “Defying Gravity” at Quidditch matches.

68. I am not allowed to bother Snape, and Dumbledore does not have “cookie Time.”

69. Asking “How do you keep a Gryffindor in suspense?” and walking away is only funny the first time.

70. I will not make fun of Lupin and his “Time of the month.”

71. I will not try to start “Naked Thursdays” in the common room.

72. I will not slip a sample bottle of Selsun-Blue into Professor Snape’s personal Snack box.

73. I will not impersonate the Swedish Chef in potions class.

74. I will not tell first years that Professor Snape is the Voice of God

75. If asked in class what the Avada Kadavra curse does, yelling “IT DOES DEATH!!!” may be correct but is not the manner in which you should answer.

76. It is not necessary to yell, “BURN!” every time Snape takes points away from Gryffindor.

77. I am not allowed to refer to Susan Bones, Hannah Abbot and Justin Finch-Fletchley as Blossom, Buttercup and Bubbles.

78. Ravenclaw’s do not find a sign saying “ the Library is closed for an undefined time” amusing in any sense.

79. Telling Hermione Granger that she is wrong is a very, very bad idea.

80. First years should not be encouraged to befriend the Whomping Willow.

81. I am not allowed to sing my own personal spy music while wandering the hallways.

82. Taking Fred away from George is NOT funny in any manner what so ever.

83. Taking Ron’s Chudly Cannons Book was a very stupid idea.

84. i will not use magic to make Cedric Diggory sparkle in the sunlight.

85. I am not allowed to introduce Peeves to Paintball.

anonymous asked:

Could you do like a House Rule part 2 or something? I just really liked it a lot...☺(ps I know you are very busy so if you do decide to do this it isn't a top priority)

I considered making a part 2, but all the ideas I came up with were repetitive, overused, and didn’t excite me at all. Plus there’s an endless supply of Dom!Yoongi out there.

That being said, if that elected leader from House Rules gets impeached or resigns….I will make a part 2 because OC will definitely be over-celebrating that on social media. Those are my terms, anon, may the universe grant me this wish!

Druid Week Master Post

image credit: Randy Vargas

A collection of my posts for Druid Week! All conveniently in one place.

Herbalism Part 1: A bunch of tables to create randomized herbs.

Herbalism Part 2: A list of ways to use herbs like craftable, consumable items using herbs of an abstract rarity as reagents.

New Druid Spells: New and converted spells, including the once-overpowered Quill Blast, a Cordyceps-inspired Animate Dead equivalent spell, and new spells you can cast while in Wild Shape like Chimeric Wild Shape.

New Druid Circles: Circle of Blight, Circle of Ruin, and Circle of the Beastlord.

New Magic Items: Terrain-altering items, a jellyfish on a stick, beast-summoning totem for artificial companionship, and tattoos and masks that can be worn while in Wild Shape.

Inspired Encounter: Corrupted Guardian: A guardian of a Feywild portal has been corrupted by some undead Will-o-the-Wisps.

Druids in the Game: Tips, tricks, and inspiration for running a campaign with a druid PC, or playing a druid yourself.

new rules. 

a. the fact that i run a sexual blog is not an invitation to send me sexually harassing messages unless i have indicated that i want explicit messages from you. if you wouldn’t go up to a random stranger in public and say it, why do you think it’s okay behind a screen?

b. don’t follow me if you have slurs in your url. ( like, don’t follow me if you use slurs you can’t reclaim period, but that’s a bit harder to tell @ first glance. ) you will be blocked. this includes: t slur, w slur, n slur, ect. you’re gross and i want nothing do do with it.

c. not so much a rule as a request? i try really hard to make sure i’m not reblogging stolen porn, and usually only stuff that is being posted by the creators, or with their knowledge and consent. if you know that something i’ve posted is stolen, please tell me?

Bard Week: Magically Musical Equipment

I decided to come up with a bunch of bard-friendly or bard-specific magic items since bards don’t get much love in terms of treasure other than generic weapons or that short list of magic instruments that just cast spells. These are at least unique or interesting, but some are a bit “out there.” If you are a loose DM and your players like having a laugh, these items are perfect for you.


Accelerating Wardrum

Uncommon, requires attunement by a bard

This Behir skin stretched over a black wooden drum can be beaten as a bonus action once per round. Doing so moves a creature the bard chooses to be moved one step ahead in the initiative order.

Rapier of Harmony

Very Rare, requires attunement by a bard

A thin silver +1 rapier that hums when swung. The wielder can use a bonus action to make a Performance check. On a result of 16 or higher, the rapier vibrates and creates a tone that harmonizes with the wielder’s voice. The next attack deals bonus damage equal to the bard’s CHA modifier.

Resounding Scimitar

Rare, requires attunement by a bard

Whenever a creature fails an attack roll against a bard wielding this gleaming white scimitar with a wavy hilt and pattern, the bard can use their reaction to whack the creature’s weapon with the scimitar and cause a loud, grating noise to deal 1d6 thunder damage to the attacker if they fail a DC 14 CON saving throw.

Song of Activation

Special (Song)

A specific song that when played, will activate known magical items or runes in the world. [Use this song as treasure that can progress the plot, almost like finding a key to the next room of a dungeon. Think of learning a new song in The Legend of Zelda: Ocarina of Time]

Song of Prestidigitation/Thaumaturgy/Druidcraft

Special (Song)

A specific song that when played, can mimic the effects of a Prestidigitation, Thaumaturgy, or Druidcraft spell, respectively. [A song that can be learned by a bard that is relatively harmless to the integrity of your campaign’s storyline]

Biting Words

Special (Words)

Powerful words that the bard can speak with their magic to deal 1d6 cold damage at a range of 60 ft. This damage increases by one die at 5th, 11th, and 17th levels. [basically a new cantrip for bards that deals more damage than Vicious Mockery but doesn’t impose disadvantage]

Orb of Radiant Song

Common, requires attunement by a bard

Much like a Driftglobe, but only produces light while the bard is singing. [It has slightly less uses than a Driftglobe thanks to negating attempts to move silently with it lit, and its attunement restriction, so it’s meant for the very early game.]

Backup Golem

Rare, requires attunement by a bard

A tiny golem or animated object that comes to life only when the attuned bard is performing. The golem gives the bard advantage on its Performance checks as it embellishes or harmonizes with whatever the bard does for their performance.

Sassy Friend

Uncommon

A tiny totem or charm that is shaped like a mask. When the wielder attempts to make an Insight check to determine if a creature is lying, the Sassy Friend charm animates temporarily with a backhanded comment, which it says aloud (whether or not the creature was lying). This decreases the DC to determine any lie by 1. This bonus does not stack with itself or other Sassy Friends.

Sassy Friend (Greater)

Rare

 A Sassy Friend charm that can also cast Zone of Truth once per day, centered on itself.

Nolzur’s Marvellous Pigments

Very Rare

This is an item that many bards would love to use but people always forget it exists. Whatever you paint becomes real! As long as it isn’t magical.

Cloak of Dancing

Rare, requires attunement by a bard

A bard who dances while wearing this audacious red cloak can fascinate nearby creatures, affecting them in a manner similar to an Enthrall spell, once per day. The bard need not concentrate on this effect, and in fact may make a Performance check against the onlookers’ Insight checks any time during the cloak’s Enthrall effect to animate the cloak and sneak out of it as it continues to dances and enthrall its audience.

Horn of Calling

Uncommon

An iron-bound animal horn acts as a magic megaphone that amplifies the volume of noises that pass through it. The Horn of Calling can also cast Whispering Wind once per day.

Cursed Collar of Tongues

Rare

A golden lace choker that allows the wearer to speak any language, but never quite what they intend to say. Whenever the player wishes to speak, the player says what they intend to say and then the DM blurts out what they inevitably say instead. A DC 20 Insight check will determine what exactly is wrong with the victim and a DC 18 Insight check will allow the player to get their true message across to a character. The player must overcome a CHA save to avoid having their next sentence bastardized by the DM. Each successful saving throw deals 1 psychic damage to the wearer as it the collar fights back against their efforts. The collar cannot be removed except by repressing its magic long enough to remove it, or by casting a Tongues or Comprehend Languages spell upon it along with a DC 15 Arcana check.

Death Whistle

Very Rare

A small bone whistle carved with symbols and imagery of death. The whistle, when blown, casts Circle of Death centered on the whistle. The DC for the spell is equal to the blower’s spell save DC. Once used, the whistle crumbles to dust as its shrill, eerie note echoes into the distance.

Ribbon of Hyucks

Rare, requires attunement by a bard

When this purple ribbon with white polka dots is worn by a bard, whenever the bard makes a pun, all creatures within earshot that understand the wordplay must make a DC 11 CHA save or take 1 psychic damage. This ability can only occur once per round and does not discriminate friend or foe.

Crossbow of the Fartongue

Rare, requires attunement by a bard

This crossbow is fitted with a cone at the end of the barrel, and a scope that is sculpted to look like a mouth’s opening. The weapon allows the wielder to bestow their ammunition with a noise or verbal message of their choosing not exceeding 10 words. This noise plays once when the imbued bolt hits, but then its magic fades. The crossbow can be used to relay information at a distance, create a distraction, or mislead other creatures. If the wielder wishes for the noise to be an explosion, the ammunition deals 1 bonus Thunder damage on hit to all creatures within 5 feet of where the bolt hit. An explosion noise can be heard up to 600 ft. away. The crossbow is dotted with holes and can actually be played as a wooden flute when not in use as a combat weapon.

Cloak of Deflection

Rare

This garment appears to ebb and sway of its own accord even without any wind. The wearer of this iridescent blue cloak may spend their reaction to deflect a single, nonmagical missile targeting them to another creature within 60 feet of the wearer. If the new target of the attack’s AC is equal to or less than the original attack roll, the attack hits the new target and the attacker rolls for damage as normal.

Book of Dreams

Uncommon, requires attunement by a bard

The cover of this book is made with soft leather and is bound with spider silk string and rare bird feathers. The tome is blank, but when a story is told by someone attuned to it, illusionary imagery appears hovering above the book, acting out what the storyteller describes. In addition, when a story puts someone to sleep, the storyteller may allow the book to display and act out the sleeper’s dreams, which usually somehow tie in to the story that was being told. It can be useful for coaxing information out of friendly people without their knowledge.