Rules and Clarifications on Classes and Races

Rangers - Primeval Awareness

For the game, we use the modified ranger from UA. There have been a few issues with Primeval Awareness. Here's the rule and its interpretation.   "Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.   If there are multiple groups of your favored enemies within range, you learn this information for each group."   Interpretation: A ranger looking for signs of their favored enemy is more Aragorn searching the orc battle site than extending mystical senses. "It looks like a small band, maybe less than a dozen, came through here, heading north, they're close. I also see signs of larger bands moving through, looks like they may have headed east. I estimate three warbands of 30-50 each, looks like they came through a while ago, they've got to be at least a mile away. Finally, from the look of things, there has to be an orc village to the south-southeast, maybe 2 miles away, probably 100-200 orcs, and a tribe of goblins maybe 3-4 miles in those woods, looks like well over 200. "their numbers" doesn't mean exact number and "general direction" doesn't mean exact location.    

Life Cleric - Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.   House Rule: You can restore an number of hit points to a creature, up to their maximum hit point total.    

Paladin - Find Steed

The steed comes with tack and harness, including saddlebags. However, if the steed is dismissed or slain, everything in the saddlebags falls to the ground. Anything placed on the steed beyond the conjured tack and harness also falls to the ground.    

Teleportation Circle (RAW)

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.   You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.   House Rule: If you are a member of an organization or have a contact with a permanent teleportation circle when you first learn this spell, you may copy those sigils (up to a maximum of 2). You do not otherwise gain sigil sequences on learning the spell. As you make contacts with individuals and organizations who control permanent teleportation circles, you must convince those groups to allow you access to their circles. Also, the time it takes to learn a sigil sequence is increased to one hour of study, not 1 minute.

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