BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Special Rules for Classes, Skills and Backgrounds

Backgrounds   Wanderer
  • PHB 136; "In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth."
This feature mainly affects Fishing and Hunting   Instead of this rule, an Outlander rarely returns emptyhanded. Should an Outlander attempt to find food, he or she would still roll to fish or hunt. Should they fail the DC to obtain food, they still return with enough berries or small, nameless animals to feed 4 people including themselves. Whatever they obtain is not worth money.   They may only do this should they not be in an extreme environment. This includes desert dunes, tundra's, volcanic regions, caves, mountaintops, and other environments at the DM's discretion. An Outlander still retains their gifts for geography and terrain.   Classes   Cleric: Forge Domain Channel Divinity: Artisan's Blessing
  • XGtE page 29: "You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation."
This feature mainly affects Smithing   Instead of this rule, a Cleric of the Forge Domain takes half the time required to smith any bars, equipment, and other metal items made of Gold or any less precious metal from the Smithing profession. Any metal more precious than Gold still requires the full time to Smith. This trait does stack with the 5th level Smithing and Crafting features that reduce the time it takes to do the activity.   In addition, should the Cleric of the Forge Domain be creating anything that costs 100 gp or less, they may add a +2 to the roll. This is determined after any value adjustments to the final product.   Ranger   Favored Enemy
  • PHB 91: "You have advantage on Wisdom (Survival) checks to track your favored enemies."
This feature mainly affects Hunting   Because of these rules, a Ranger is adept at tracking their Favored Enemy. Should a Ranger make a Wisdom (Survival) skill check to hunt any game, and they have chosen Beasts as their Favored Enemy, they may add a +2 to the roll. This does not stack with the Natural Explorer bonus.   Natural Explorer  
  • PHB 91: "When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in."
  This feature mainly affects Fishing, Foraging, and Hunting   Because of this rule, a Ranger has innate prowess when Fishing, Foraging, or Hunting in their Favored Terrain. Therefore, instead of doubling their proficiency bonus, should a Ranger make any Intelligence or Wisdom skill check which they are proficient in to Fish, Forage, or Hunt, they may add an extra +2 to the roll while in their Favored Terrain.   This does not stack with the Favored Enemy bonus.  
  • PHB 91: "When you forage, you find twice as much food as you normally would."
  This feature mainly affects Foraging   Instead of this rule, a Ranger rarely returns with a low quantity of herbs. Should a Ranger succeed the DC required to find an herb in their Favored Terrain, and that herb allows them to roll for the quantity obtained, the Ranger may reroll any 1 or 2. They must then use the new roll.   In addition, Whenever a Ranger is Foraging while travelling, they only suffer from half the penalty that would normally affect a roll (rounded down). For example, if a Ranger were travelling at a fast pace, instead of a +4 to the DC of the herb, it would be a +2.   Spells     Commune With Nature
  • PHB 224: "You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area - terrain and bodies of water; prevalent plants, minerals, animals, or peoples; powerful celestials, fey, fiends, elementals, or undead; influence from other planes of existence; buildings."
This spell mainly affects Fishing, Foraging, Hunting, and Mining   Because of this rule, should a player cast this spell before performing one of these professions, they may add a +2 to their roll.   Creation
  • PHB 229: "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before."
This spell mainly affects any profession   Should anything be created using this spell, due to the time limit of the spell, it may not be used in any profession.   For example, if you were to create adamantine using this spell, it may not be used to smith an item. Or, if you were to create vegetable matter, it may not be used in preparing any food.   Fabricate
  • PHB 293: "You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects."
  This spell mainly affects Smithing and Crafting   Because of this rule, this spell makes it easier to perform the Smithing or Crafting profession. Should you be proficient in the tools required for the profession needed to create the item you wish to fabricate, you may add a +1 to the roll. The time it takes to do the activity does not change.   For example, should you wish to smelt an iron bar, are proficient in smith's tools, and would otherwise cast fabricate on iron ore, you may, instead, add a +1 to the roll to smith the iron bar.   This spell cannot affect the Alchemy or Cooking profession. Fabricate will not produce a potion nor prepare food from ingredients.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!