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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.

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!"

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