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changes [2026/08/30 16:01] – [Hybrid 2014 / 2024 Rules] Ron Helwigchanges [2026/09/10 10:58] (current) – Record combined Spell/Sorcery Points for VikingWorld Sorcerers Seraphina
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 # Hybrid 2014 / 2024 Rules # Hybrid 2014 / 2024 Rules
  
-D&D-VikingWorld is a **hybrid** of the 2014 and 2024 D&D rules, plus the house changes on this page. The live campaign plat +D&D-VikingWorld is a **hybrid** of the 2014 and 2024 D&D rules, plus the house changes on this page. The live campaign platform at [[https://latitude.ronhelwig.com|latitude.ronhelwig.com]] should stay in sync with this page.
-form at [latitude.ronhelwig.com](https://latitude.ronhelwig.com) should stay in sync with this page.+
  
 ## 2024 rules used in VikingWorld ## 2024 rules used in VikingWorld
  
-- **Second Wind** uses the 2024 Fighter version: regain 1d10 + Fighter level HP as a Bonus Action; 2 uses at Fighter 1–3, 3 +- **Second Wind** uses the 2024 Fighter version: regain 1d10 + Fighter level HP as a Bonus Action; 2 uses at Fighter 1–3, 3 uses at 4–9, and 4 uses at 10+. Regain one expended use on a Short Rest and all expended uses on a Long Rest.
- uses at 4–9, and 4 uses at 10+. Regain one expended use on a Short Rest and all expended uses on a Long Rest.+
 - **Cure Wounds** and **Healing Word** (and their Mass versions) use the 2024 healing amounts: Cure Wounds 2d8 + spellcasting modifier (plus 2d8 per extra slot), Healing Word 2d4 + spellcasting modifier (plus 2d4 per extra slot). - **Cure Wounds** and **Healing Word** (and their Mass versions) use the 2024 healing amounts: Cure Wounds 2d8 + spellcasting modifier (plus 2d8 per extra slot), Healing Word 2d4 + spellcasting modifier (plus 2d4 per extra slot).
 +
 +## True Strike (VikingWorld)
 +
 +*True Strike* is a Divination cantrip, 1 action, range 30 feet, S, duration 1 round. Target one creature you can see. It makes a Charisma saving throw; on a success the spell ends. On a failed save it is outlined in dim light of a color you choose and you learn its vulnerabilities (if any). If you later cast this on that creature again after learning its vulnerabilities and it fails the save, you learn its resistances (if any).
 +
 +Until the end of your next turn, you and your allies that can see the target add your proficiency bonus to the first attack roll made on their turn.
 +
 +Range increases by 30 feet at 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
  
 Weapon mastery properties from 2024 (Cleave, Vex, Slow, Topple, and so on) are used when a character has them. Weapon mastery properties from 2024 (Cleave, Vex, Slow, Topple, and so on) are used when a character has them.
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 Some gear (like crossbows) is not available at character creation, but might be found through gameplay. Crossbows were known but rarely used in Scandinavia. Some gear (like crossbows) is not available at character creation, but might be found through gameplay. Crossbows were known but rarely used in Scandinavia.
 +
 +## Absorb Elements (VikingWorld)
 +
 +Absorb Elements retains its normal reaction trigger, resistance to the triggering damage type (including the triggering damage) until the start of the caster's next turn, and lack of Concentration.
 +
 +On the caster's next turn, the stored energy can add 1d6 of the absorbed type either to their first melee attack that hits or to one damage roll of a spell they cast that turn that already deals the same damage type. The spell option cannot add a new element or boost a different element; add the dice to the matching damage component.
 +
 +When that roll is shared by multiple targets, all those targets receive the extra damage, with their normal saving throws, resistance, and immunity applied. For a spell with separate damage rolls, such as Scorching Ray, only one roll gains the extra dice. The energy is used only once: choose melee or spell damage. Unused energy expires at the end of the caster's next turn; the resistance still ends at the start of that turn.
 +
 +For example, absorbed fire can boost Fire Bolt or Burning Hands, but cannot boost Ray of Frost or Magic Missile. Each spell slot level above 1st adds another 1d6 to this bonus, as with the normal spell. A free Runestone Spell-Clasp cast remains 1st level and adds 1d6. Storing a rune in that clasp does not consume the extra-damage benefit.
 +
 +## Sorcerers: combined Spell / Sorcery Points
 +
 +Ordinary Sorcerers use the 2014 DMG Spell Points variant in VikingWorld. Their Spellcasting slots become spell points, and their normal Font of Magic Sorcery Points (starting at Sorcerer level 2) are added to the same pool. Spellcasting and metamagic spend that single pool; no slot-to-point conversion step is needed. All spent points return on a Long Rest, not a Short Rest. Cantrips cost no points.
 +
 +Spell levels 1–9 cost **2, 3, 5, 6, 7, 9, 10, 11, 13** points respectively. Base spell points at caster levels 1–20 are **4, 6, 14, 17, 27, 32, 38, 44, 57, 64, 73, 73, 83, 83, 94, 94, 107, 114, 123, 133**. Add the normal Sorcery Point allowance to those totals. A level-1 Sorcerer therefore has **4 points** and spends **2 points per 1st-level spell**.
 +
 +The usual spellcasting progression limits the highest spell level available, even when the pool could afford more. Each spell level from 6th through 9th can be cast with points only once per Long Rest. For multiclass Sorcerers, convert the shared Spellcasting progression to points; spells known/prepared still depend on the individual class levels. Warlock Pact Magic remains separate.
 +
 +This rule does not turn an ordinary Sorcerer into an [[changes:elemental_sorcerer|Elemental Sorcerer]] or grant its special features, progression, or Nova Limit.
  
  • changes.1788105684.txt.gz
  • Last modified: 2026/08/30 16:01
  • by Ron Helwig