House Rules
Darkvision - Removed from racial traits, still allowed from class features and spells.
Flight - No racial traits. Decided to leave rest as is.
XP - Dm discretion based on session content, the actual difficulty of combats, good roleplay or social situations. Given in %.
Alignments are out - Spells and effects that rely on them will be GM's discretion. I.e "Detect Evil" will detect evil intent, not a static "alignment".
Limit Breaks - Likely to choose an "inspiration" character from FF 7 or above, (one that fits your role) you will have their limit breaks, growing over time.
Custom spells added - Libra, plus the homebrew FF spells.
Flanking - +5 to hit, no longer disadvantage. Great weapon master - is now equivalent exchange. -5 to hit for +5 damage. Sharpshooter - same as above. New feat
Lucky feat - Now grants the ability to add a d4 to any roll instead of effectively granting you inspiration. Injuries - A critical hit that reduces a player to 0 hit points will trigger a roll on the injury table. Advantage and Disadvantage - cancel each other on a 1:1 basis. Stats - We will be using a point buy, however it will be set to 30 points instead of 27, with the maximum score being 16, not 15. (12 points for a 16) - subject to change- Your characters will be above-average in power. Death saves - are now done secretly. Checks - If more than 2 players wish to attempt the same action, it is performed as a group check. Hero points - You have 5 hero points. These refresh only on level up. They can be used to add a d6 to any roll before finding out the results. Or to pass a death saving throw.
Homebrew
Libra
2-level Divination
Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V, S, M
Materials A small piece of glass
You are able to discern the strengths and weaknesses of a single enemy. You learn their strongest stat, save, and resistances. You also learn their weakest stat, save, and vulnerabilities.
Class(es): Arcanist, Astrologian, Bard, Cleric, Red Mage, White Mage
Flanking - +5 to hit, no longer disadvantage. Great weapon master - is now equivalent exchange. -5 to hit for +5 damage. Sharpshooter - same as above. New feat
Firearms Expert
Thanks to extensive practice with firearms, you gain the following benefits:
- You ignore the loading quality of firearms with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol you are holding, with a -2 penalty to it's damage roll (Min 1).
Lucky feat - Now grants the ability to add a d4 to any roll instead of effectively granting you inspiration. Injuries - A critical hit that reduces a player to 0 hit points will trigger a roll on the injury table. Advantage and Disadvantage - cancel each other on a 1:1 basis. Stats - We will be using a point buy, however it will be set to 30 points instead of 27, with the maximum score being 16, not 15. (12 points for a 16) - subject to change- Your characters will be above-average in power. Death saves - are now done secretly. Checks - If more than 2 players wish to attempt the same action, it is performed as a group check. Hero points - You have 5 hero points. These refresh only on level up. They can be used to add a d6 to any roll before finding out the results. Or to pass a death saving throw.
Firearms
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Pistol | 25000 gil | 1d10 piercing | 3 lb. | Ammunition (range 30/90), loading |
Rifle | 50000 gil | 1d12 piercing | 10 lb. | Ammunition (range 40/120), loading, two-handed |
Bullets(10) | 300 gil | - | 2 lb. | - |
Moogle
"Kupo!"
Remove these ads. Join the Worldbuilders Guild
Comments