Optional rules for a DM to compensate for lack of healing in party?


Context

The party in my game consists of two ‘ranged damage dealers’ and two ‘tanky damage dealers’ (resp. revised ranger and warlock + paladin and fighter), but it doesn’t have a healer. I don’t want the paladin and ranger to feel ‘forced’ to pick healing spells, especially since that’s not the type of character they want to play. The party is currently level 6, and until now they weren’t on the brink of dying too often… However, as enemies are getting smarter, the damage dealers in the back will get focused on more frequently, for being the biggest threat. And I notice I’m holding back as DM quite a lot in this regard. I’m also looking for ways that players can recover from big sudden AOE explosions, during battle, which occurs more often at this tier of play.

Examples

On YouTube I see some DMs let a party pick a support NPC to tag along. This can offer interesting options for plot development, but this also feels a bit too ‘heal-botty’. So this isn’t a solution that is satisfying for my case because it takes away quite some of the strategic decision making at the table. And we all prefer challenging encounters.

In their loot I’m including more potions than I would have otherwise, as well as Spell Scrolls with healing spells. The reason why the potions are not completely satisfactory to me as a DM, is that:

  1. I have the hunch that the party suffers from a dependency on Healing Potions in how this effects their ‘action economy’, and
  2. I’m curious to alternatives for more versatility in combat.

What do the books offer for how player characters can regain Hit Points during battle, without using class features or spells?

Do the books offer other options, without relying on dedicated support characters? I do realise that support goes beyond healing, but options for healing is the focus of this question.

Rules for DM’ing large scale battles [duplicate]

I am working on a campaign and there is a very good chance that the PC’s may find themselves involved in a large mass battle, a large siege or possibly both if things go slightly sideways in regards to there actions and success through the campaign (of course they may just as equally decide to get out of dodge if it all goes sideways but that is the joy of running a free from open campaign).

I have experience of a system for large battles from 1st edition legend of the 5 rings, a combination of the players attempting to complete heroic actions to sway the battle, combined with dice rolling the skill of the generals behind the scenes to gauge the flow of the battle. Are there any official published 5th edition rules or suggestions as to how to run these kind of large scale battles for D&D?

Is this adaptation of the Lycanthrope rules balanced

I am planning to put my group into a scenario where they might get turned into Werewolfs. As I am not entirely happy with how Werebeasts are portrait in the rules, MM pg. 207., I.e. Hybrid forms and Werewolfs running around in armour and swinging Greatswords (I like my wolves tooth and claw, not sword and board. Thank you very much!)

I decided to try my hand on modifying them to suit my desired outcome. This is the first draft I came up with.

Lycanthropy

Once per long rest you can assume your Werewolf form, growing in size, leaving your armor and gear, or absorb them, your choice. When you do so you gain the following traits:

  • You gain resistance to bludgeoning, slashing and piercing damage from non-silvered weapons.

  • Your claws count as finesse weapons, dealing 1d4 slashing damage. Increasing to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

  • If you use the attack action on your turn you can make another attack as a bonus action.

  • Your strength score increases to 15, if not higher (Using the Werewolf as example).

  • You become unable to use any of your class features that require you to take an action. You can’t cast spells or concentrate on them, or use any weapons or magical items, except your claws.

  • If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

The transformation lasts for 1 hour or until you end it prematurely as a bonus action.

The forced turn on a full moon still applies, and yes the last part is copied from the Order of the Lycan Blood Hunter.

The idea is to create a kind of half breed class, compatible with any existing one.

I know that by denying to use class actions or spells I favour some combinations above others, like a paladin who can still use his smite or a monk who can still use his Ki. Hexbladed curse could still be used and sneak attack as well.

The alternative would be to deny any kind of overlap and basically have two different character sheets. Which is an option.

The idea behind it is simply making the experience a bit more unique and relatable to your character than just playing a boring run of the mill werebeast, there are druids for that.

Balance/usefulness wise I also considered adding the following:

Unarmored defence

Your AC equals 10 + Con mod + Dex mod

Temporary Hit points

You gain temporary hit points equal to 5 × your character level

Extra attack (at level 5 or 6)

When you take the attack action you can attack twice instead of once

Unarmoured movement

Your movement speed increases by 10.

Make the strength Score increase scale with your level

You strength Score increases to 10 + half your character level, if not higher.

My questions are:

  • Are there any exploits too great that it would completely break the game?

  • Is it too weak, that its usefulness is negligible?

  • Are there any other ways one could implement a similar system I haven’t thought of yet? Traits or ability Score benefits or deficits?

What are the rules for damage to worn magic items (non-weapon or armor)

I have a character who found a magic vest that enables the wearer to cast prestidigitation at will. The character wants to wear the vest into combat. I ruled that the vest, a loose-fitting item of clothing much thicker than a simple shirt wouldn’t fit under leather armor, so he wears the vest over his armor.

What are the rules for damage to magic items like this? Are they immune to typical types of non-magical damage delivered in combat? What about magical damage?

Or is it unreasonable to make him wear it outside his leather armor? That would make his decision seem less problematic, but even under armor, when characters take slashing, piercing, fire or acid damage in combat, the arrow or whatever would pierce the armor, and therefore the vest, at least some of the time. (Sometimes the hit might be in an unarmored part of the body.)

The only thing I could find is DMG p.141 “Most magic items, other than potions and scrolls, have resistance to all damage.” But it doesn’t say immunity, and if it has resistance (takes half damage) then that implies that it has some amount of damage it can take before being destroyed. And in the table of minor properties on p.143, one of the properties is unbreakable, implying that items without this property can be destroyed.

I could just be over-complicating things. I could ignore it and just let him wear the darn thing. It’d be too cumbersome to have to take it off before every combat. But I’m curious what other people have done.

Do rules for Magewrights exist in an unearthed arcana article?

I have been listening to Keith Baker on an episode of Todd Talks, where he discusses magewrights.

Unless I’m mistaken, he mentioned that the rules for magewrights exist outside of the core Eberron book, possibly in an unearthed arcana.

As I’m interested in using magewrights outside of Eberron, I would like to know if the rules are in an unearthed arcana before deciding if I want to purchase the actual book.

Use linux firewall rules for windows too

I’d like to improve security on my home network. I have a PC and a laptop with Microsoft Windows as well as a PC and a laptop with Linux There are a few HTTP services installed in the network. The devices should only be allowed access to DNS to router, HTTP and HTTPS to internet, and HTTP to certain local network devices.

I want to define the firewall rules just once and then roll them out programmatically. Do you know of any good to that allows to configure firewall rules on Windows AND Linux?

Rules clarfication on Double tap

Double Tap (Combat)

You can make rapid small arm attacks to increase the effectiveness of your attacks.

Prerequisite(s): Weapon Focus (small arms), proficiency with small arms.

Benefit(s): As a standard action, you can take a single attack action to make a double-tap attack with a small arm. This attack gains a +1 bonus to the attack roll, and your bonus to damage from Weapon Specialization is equal to your character level (rather than half your character level). The small arm used cannot have the blast, explode, flexible line, line, unwieldy, or wide line AR weapon special properties, or any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from the boost, guided, or variant boost AR weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability.

Weapon Specialization (Combat) states that Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. And

Versatile Specialization states that Benefit: You gain specialization in all weapons with which you are proficient that can be selected with Weapon Specialization.

Also Deadly Aim (Combat) states Benefit: When you take the attack or full attack action with weapons (including a Solarian’s Solar Manifestation, but not Spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

My question is how much damage does one do when they use Weapon Specialization. Double tap have soldier levels and Deadly aim does the damage from soldier levels stack with weapon Specialization and double tap And deadly aim

Example {7 Level soldier} with a small arm pistol doing D6 damage with weapon (Weapon Specialization) Deadly Aim And Double tap D6 + 7 with (double tap)+[deadly aim] D6+{7 Character Level} + (7 Weapon Specialization) + <7 Double Tap> +[3 Deadly Aim]

so my Damage would be D6 + 7+ 3 + 7 = D6 + 17 as a 7th Level Soldier or am I totally off in my math

Also is it worth for a soldier to take Versatile Specialization as soldiers are proficient in all weapon types at the start of the game and with Weapon Specialization it covers Versatile Specialization

How do the damage rules from blogofholding’s “5e monster manual on a business card” work?


5e monster manual on a business card

Damage: This is the damage budget for all the monster’s attacks. Limited-use (daily, recharge, or situational) attacks do 4x the damage budgeted. Multi-target attacks do ½ the damage budgeted. Limited-use multi-target attacks do 2x. All other damage sources are 1 for 1, including at-will and legendary single-target attacks, auras, reactions, and variable-length effects like Swallow. If a monster has several at-will options (such as melee and ranged), the lower-damage options are free.

The example stat block that the author uses to illustrate these rules involves a low-level creature that can only make a single attack per round, and in this situation the rules seem to work out. I’m having more trouble figuring out how the rules work when you start throwing multiattack into the mix or when you get into the higher levels with powerful creatures that have legendary actions, for instance.

The Monster Manual lists the Adult Red Dragon as a CR 17 creature. According to the blog’s rules, this would give it a damage budget of 85. The dragon’s fire breath is a limited-use, multi-target attack that deals an average of 63 points of damage to those who fail their saves, so as per the rules this should use up 31 out of the 85 budget, leaving 54.

The legendary Wing Attack also falls into this category and so should use up 7 more of the budget, leaving 47.

The blog’s rules indicate that only the most powerful at-will attack, which is a 1 for 1 on the budget cost, requires any budget, which means that the Bite attack eats up the 26 of the remaining budget, leaving 21.

Is this correct? Does the fact that the dragon has multiattack come into play in the budget calculations? Or is it that the dragon is a powerful creature and thus based on “concept” it should be up to 50% higher on the damage budget? In this case, we’re looking at a budget of up to 127, and then it seems like accounting for every attack available works out: 31 for the breath weapon, 7 for the wing attack, 26 for the bite, 15 x 2 for the claws, 17 for the tail, for a total of 111.

How does underwater rules work with flying familiars?

I will soon run the Underworld Speculation adventure with my group of players and two of them have flying familiars. An owl and a pseudo dragon.

Is there something in the rules that states that a familiar or a flying familiar can’t be used in water ?

There isn’t any rule change or anything about underwater fight and exploration. PC group is able to breath underwater thanks to a NPC that casts Water Breathing.

Replacement rules which for elements of a vector which meet conditions

I’m trying to create a function which will replace elements of a list with their values modulo 1, i.e. Mod[x,1], but only if Abs[x]>1. So, for example, the function would yield:

f[{-1.5,-1,0,1}]={.5,-1,0,1}].

I’m trying to do this in an elegant way. For example, I have a function for a related purpose:

C1[v_] := v /. _?Negative -> 0;.

This replaces negative elements of a list with 0, and it’s very clean.

I’d like to do something similar. My efforts so far have included breaking it into two functions:

CLim[x_] := Mod[x, 1] /; Abs[x] > 1;

C2[v_] := CQubitLim /@ v; But then, when I apply C2 to a list, it only seems to apply on some elements, for example

C2[{1,0,1.5}]={Clim[1],CLim[0],0.5}

My other idea was to use a conditional rule

v:>Mod[v,1]/;Abs[v]>1

But this doesn’t seem to evaluate when I put a vector through it.

Any ideas much appreciated.