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# Table Of Contents - **[Introduction](#introduction)** - **[General Rules](#general-rules)** - [Inspiration](#general-rules-inspiration) - [Rolls by the Game Master](#general-rules-rolls-by-the-game-master) - [Player Duties](#general-rules-player-duties) - **[Initiative](#initiative)** - [Better Initiative #1](#initiative-better-initiative-1) - [Better Initiative #2](#initiative-better-initiative-2) - **[The Wilderness](#the-wilderness)** - [Food & Water](#the-wilderness-food-water) - [Resting](#the-wilderness-resting) - [Short Rest](#the-wilderness-short-rest) - [Planning the Journey](#the-wilderness-planning-the-journey) - [The Jobs](#the-wilderness-the-jobs) - [Using the wilderness](#the-wilderness-using-the-wilderness) - **[Weather](#weather)** \columnbreak - **[Stealth, Tracking & Light](#stealth-tracking-light)** - [Group Stealth Check](#stealth-tracking-light-group-stealth-check) - [Tracking](#stealth-tracking-light-tracking) - [Light & Darksight](#stealth-tracking-light-light-darksight) - **[Abilities](#abilities)** - **[Classes & Races](#classes-races)** - **[Spells](#spells)** - **[Feats](#feats)** - **[Equipment](#equipment)** - **[Gameplay](#gameplay)** - [Critical hits and misses](#gameplay-critical-hits-and-misses) - [New Conditions](#gameplay-new-conditions) - [No basic ammunition](#gameplay-no-basic-ammunition) - [Flanking](#gameplay-flanking) - **[Other](#other)** - [Homebrew suggestions](#other-homebrew-suggestions) - [Under Construction](#other-under-construction)
\pagebreakNum # Introduction ___ I would like to lead with a quote by one of the main sources of this collection of house rules:
None of the changes suggested here are absolutely necessary. But D&D is played to have fun, and some parts of the game, when played as written, are not fun. These flaws may come to light immediately, shortly, or after a while. But the latter is actually the worst case: you play a character for a while, are attached to the character, but one day realize that you don’t enjoy playing that character. It's often difficult to articulate which parts of the game are tedious, or how to fix them, so even though you realize you have little to add to the game in certain situations, you still spend much of the game quietly waiting for the fun parts. These are annoying road-bumps in a game that one plays to have fun, and the goal of these house-rules is to avoid the road-bumps and keep the focus on fun.
This is one of the main reasons that I've compiled this list of rules. In addition to borrowing a ton of ideas from other Game Masters, I've created some of these rules myself, with the intention of creating a more fun and exciting game. ## Where to start If you're interested I invite you to read the whole document, but I understand if you don't have the time for that (or if you're just not that into the rules). I will explain any relevant rules as they come up at the table. However, there are a few things that you definitely should at least skim (and preferably read): * The new [Initiative System #1]([Initiative](#initiative)) * The rules on [Abilities]([Abilities](#abilities)) * The specific rules for your [Class](#classes-races) * The new rules on [Player Duties](#general-rules-player-duties) ___ Have fun reading and I will see you at the next session!
\pagebreakNum # General Rules ## Inspiration Dungeons and Dragons is at its core about role playing. Inspiration points will make this aspect of the game more tangible. The rules are as follows: ___ Each player gets an inspiration point at the start of the session. You can only have one point at a time. A player can spend an inspiration point to take an **inspired action** provided that action somehow ties into one of your character's personality characteristics. If your Ideal is “I will do anything to save a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action. ___ When you take an Inspired Action, you can either gain advantage on an ability check, attack roll, or saving throw OR you can give advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action **must** somehow connect to one of your Personal Characteristics. ___ When you don’t have Inspiration, you can **Claim a Setback** to gain Inspiration. To Claim a Setback you must either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Characteristics OR make a decision that creates a significant story setback, obstacle, or hindrance. When you want to Claim a Setback, simply ask the GM. ___ For example: “I’m easily distracted by shiny objects, so I’m distracted by the giant pile of treasure. Can I Claim a Setback and take disadvantage on my saving throw against the dragon’s fire breath?” Or: “This guy wants to help us, but I distrust all strangers. I’m going to be rude and accusatory of him. Can I Claim a Setback for that?” After you **Claim a Setback**, you get Inspiration. You can use the Inspiration to take an **Inspired Action**. And on and on it goes. ## Rolls by the Game Master For the sake of role playing and to prevent metagaming, some rolls can only be taken by the game master. Perception (Wisdom), Stealth (Dexterity) and Investigation (Intelligence) are all skills that the character wouldn't know if they failed them. A hiding rogue doesn't know if that golbin justsaw her while she was hiding, and an investigating barbarian isn't aware of the fact that he just misinterpreted the warding rune as a pretty picture. This information should not be available to the players, and therefore these rolls are done by the the game master. \columnbreak > #### Passive skills > The game master is aware of the Passive Perception and Passive Investigation of all players and will let the characters know if they've noticed, and or deduced something without the players asking for a Perception or Investigation roll. ## Player Duties To keep the game running smoothly and to ensure everyone has fun there are a few roles that players will fulfill. ### The Bookkeeper This player will keep track of all the money and collective items the party collects during their adventures. The treasurer will use a tracking sheet that is handed in to the DM at the end of each session. If a player wants to buy an expensive item for themselves that is of course possible in consultation with the party. Additionally, if the player wants to claim an item that belongs to the party for themselves that is possible as well. ___ **Food and water** are tracked by the bookkeeper as well. Rules pertaining to this are discussed [later](#the-wilderness-food-water) in this document. ### The Journal Keeper The tales of the adventures must be recorded, so that they can be referred to by all party members. Some players might not be able to attend all sessions, so it is useful if the story is recorded in a digital file on google docs that is available to all players and the game master. At the beginning of the session the journal keeper will recap the previous session, but all players are encouraged to participate in the recap. ### The NPC Tracker The NPC tracker is in charge of tracking important non-playing characters. The NPC tracker will use a tracking sheet that is handed in to the DM at the end of each session.
\pagebreakNum # Initiative ___ Below are two alternative systems for initiative that solve some of the problems that the current initiative system has. Personally I hugely prefer **system #1**, but if there are real objections against that system, **system #2** will also suffice. ### When to roll initiative The action that starts combat goes off before initiative, and is not part of the initiative sequence. As it is being resolved, initiative is rolled. Combat shouldn't start with the slowness of figuring out initiative. It should start with the thing that started combat. Then, as that is resolved, get initiative sorted out. ## Better Initiative #1 This system, also know as [Popcorn Initiative](http://angrydm.com/2013/09/popcorn-initiative-a-great-way-to-adjust-dd-and-pathfinder-initiative-with-a-stupid-name/), completely overhauls how combat is ordered. #### How does it work? At the start of each combat, each PC, NPC, monster, or group of monsters rolls initiative. The highest roll goes first. That is nothing new. After the high roller has finished their turn, they decide who goes next (PC, NPC, monster, or group of monsters). That creature or group of creature takes their respective turns and then nominate who goes next. Thus, each and every PC, NPC, monster, or group of monsters gets a turn. Once everyone has gone, the last person who goes gets to decide who starts the next round. That last person can choose themselves. #### Waiting and Readying No creature can pass the initiative if it comes to them. However, you can Wait and Ready. ##### Ready Readying an action works the way it does in your game. You specify an action and a trigger condition. When the trigger condition comes up, you can choose to take your readied action or hold it until it is triggered again by something else. Your readied action remains available until initiative comes around to you again. If you haven’t taken your readied action by the time you are nominated again, you have lost that readied action. ##### Wait Waiting means you choose not to take your turn right away. You hold on for a second and wait for another opportunity to act. You pass the initiative to someone else and you are now waiting. Since you haven’t taken your action yet, you need to be nominated again in the iniaitive order and you have to wait until someone chooses you to go again. ___ If it is your turn and the only creatures left to act are all “waiting” you may not wait. You can choose to take no action, but you can’t wait. \columnbreak #### Durations An “end of round” phase at the end of each round is added, after the last creature has gone but before the next round starts. All timed effects expire in this phase after having exhausted their full duration. Therefore, an effect that lasts X rounds will actually end up lasting X rounds plus a couple of extra seconds. For example, Alice casts a spell that lasts 1 round on Bob. Alice is the last person to go that round. After that, the end of round phase occurs. The spell does not expire here because it has not yet lasted for one full round. So, it lasts through the entire next round and expires in the end of round phase at the end of the NEXT round. #### Talking during combat Combat is a time for fighting, not for big tactical discussions. That is an advantage reserved for characters who had time to plan their combat beforehand. Therefore talking during combat is limited to a few sentences per turn. Bonus points if you keep it in character. #### Why use this system? There are a few benefits to using this system: * Better pacing: Fights go more smoothly, feel more natural, and go faster. * Party engagement: You never know exactly when your turn is coming up. Instead, you are watching for opportunities. As a result you don’t spend as much time “planning their turn” as you do “waiting for a good opportunity to show up” and then basically ask to be “tapped in.” It engages everyone in the action when it is not their turn. * Party tactics: The system allows the party to set up more complex actions and teamwork, often things they would never consider doing in standard initiative systems because they can follow up on assistance right away. * Better Role Playing: Every player generally has to talk to another player at the end of every turn. And usually that communication directly involves the situation. They don’t say “okay, Bob, you can go.” Usually it is something like, “Bob, can you handle that ogre?” Which is simply cool. ## Better Initiative #2 Each PC rolls their own initiative, but the enemies simply use their best Initiative Score as defined below. ___ The PCs that roll better go first on the first round, followed by the bad guys. But then the all PCs and all the bad guys just alternate their turns as a group, acting in any order within their turn. This makes combat a little less crunchy in terms of figuring out initiative changes, readied actions, and such. ##### The Initiative Score Turns initiative into a score by adding 10 to the bonus. This initiative score only applies to enemies. \pagebreakNum # The Wilderness No one in Dungeons and Dragons travels into the wilderness lightly. There are griffons and owlbears and goblins and ghosts and territorial elves and all other manner of creatures in the wilds who will be happy to relieve you of your life and treasure, not to mention the everpresent threat of death from exposure and starvation. ## Food & Water While adventuring you need to **eat and drink**, but keeping track of every pound of food and every liter of water individually is not what you came to do. However, it is a part of role playing that can provide excellent moments for story telling and plot development. Therefore food and water is combined in an easy to keep track of item: **Rations**. One ration provides food and water for all party members for one day. Rations are easy to keep track off: One ration weighs 2 lbs per party member and costs 5sp per party member. Normal rations never go off. Rations are bought before going into the wilderness.
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
## Resting The *wilderness is dangerous* and the PCs are taking their lives into their own hands when they venture out into it. In civilization access to medicine, soft beds, apothecaries to provide spell components, and taverns to restore morale are assumed, but in the wilderness to get **the benefits of long rest** the characters will have to do more work. When taking a long rest the characters go through a check list of roles and tasks: ### 1. The Campmaster The campmaster is responsible for finding a suitable spot to take a long rest. In contrast with short rests, long rests cannot be taken just anywhere. For example, if the party is in a dungeon of some kind, it is up to the scout to decide what the safest space in the dungeon is. If there is no safe space in the dungeon the characters might not be able to take a long rest. If the party can freely move to another place the campmaster can do a Nature check to see if they can find a suitable resting spot. ___ The difficulty of finding this spot successfully and leading the party to this spot without leaving too many tracks can be found in the [Long Rest Table](#the-wilderness-resting-1-the-scout-long-rest-table). Before rolling a nature check the player can explain to the game master what kind of resting spot they are looking for. \columnbreak ### 2. Forager / Hunter The forager/hunter is responsible for providing food for the party. They have the following options: * Use a ration. This is an easy foolproof way of providing food for the party, but it is relatively expensive. * Hunt or forage for food & water. The character can go out into the wilderness to look for food. This will involve a Nature check. The difficulty can be found in the [Long Rest Table](#the-wilderness-resting-1-the-scout-long-rest-table). If they are successful, the party won't need to spend a ration that day. This option is not available if the character has no access to the wilderness. * Provide food & water some other way. > If the PCs find some way to take civilization with them (for instance by buying a tent or by using magic), **long rests** might come with extra benefits. ### 3. Firekeeper The firekeeper is responsible for creating the campfire. Fire is not always necessary for a succesful long rest, but when the weather is cold a campfire is required to gain **the benefits of a long rest**. A campfire has upsides and downsides. On the one hand, a campfire provides vision and allows characters to cook their food which provides extra benefits. On the other, a campfire might increase the visibility of the party. A firekeeper has the following options: * Foraging for firewood & creating a fire. This involves a Nature check. The difficulty can be found in the [Long Rest Table](#the-wilderness-resting-1-the-scout-long-rest-table). If this fire is created with non-natural means this roll is made with advantage. * Creating a campfire with some other means that doesn't require firewood. ##### Long Rest Table | Terrain | DC| |:----|:----| | Plains | 12 | | Hills | 12 | | Forest| 10 | | Desert | 15 | | Arctic | 15 | | Hills with forest or desert | 8 | | Mountain | 12 | | Swamp | 15 | | Jungle| 15 | \pagebreakNum ### 4. Setting up Security This task is done by party collectively. What kind of security measures are set up by the characters is up to the players and is not subject to a standard set of rules. Security measures should be adjusted based on the kind of environment the players are in and what kind of monsters they expect to encounter. ### 5. The Watch This task is done by two people, one for the first half of the rest, and one for the second half. If the weather is cold, the watch needs to stay near the campfire, but otherwise they may take some distance from the party if they wish to stay hidden. The game master makes a perception check (and optionally a stealth check) for the player based on what the watch does.
When resting, adventurers often let loose a little and tell their life stories to each other. Bonds are not only forged in battle, but also around the campfire.
## Short Rest Instead of a minimum of 1 hour, short rests can now be as short as 10 minutes if desired. In contrast to long rests, short rests don't require any specific preparation. However, some preparation is always recommended. > #### Wearing armor while sleeping > To receive the benefits of a **long rest** a character needs proficiency in the armor that they are wearing while sleeping. \columnbreak
> #### Sleeping & Eating > Taking a **long rest** is not required, but characters still require daily sleep and sustenance. A character can go 1 + their Constitution modifier days (minimum of 1 day) without rations before they get an automatic level of exhaustion. When they go without sleep or meditation for 1 day, they get 1 level of exhaustion. > #### Light Activities > During a long rest, light activities such as copying spells into a spellbook are possible, granted that an adequate light source is available for said activity. #### Exhaustion The rules of exhaustion are not changed, but are repeated here for reference. The effects of exhaustion stack. Finishing a long rest reduces a creature's exhaustion level by 1 |Exhaustion level| Effect| |:-|:-| | 1 | Disadvantage on ability checks | | 2 | Speed halved | | 3 | Disadvantage on attack rolls and saving throws | | 4 | Hit point maximum halved | | 5 | Speed reduced to 0 | | 6 | Death |
\pagebreakNum ## Planning the Journey The most important part of wilderness expeditions that most adventurers ignore to their peril is *planning the journey.* ##### Travel Table | Terrain |Distance |DC| |:----|:----|:----| | Road | 1 day per 1 hex | 10 | | Open Sea | 1 day per 1 hex | 12 | | Plains | 1.5 days per 1 hex |12 | | Hills | 2 days per 1 hex | 12| | Forest| 3 days per 1 hex | 15| | Desert | 3 days per 1 hex | 15| | Arctic | 3 days per 1 hex | 15 | | Hills with forest or desert | 4 days per 1 hex| 16 | | Mountain | 5 days per 1 hex | 18| | Swamp | 6 days per 1 hex | 20| | Jungle| 6 days per 1 hex | 20| ___ This gives the players the **estimate** of the number of days the journey will take, assuming no complications. If all characters in the party have **mounts**, multiply the distance traveled by 1.25. Mounts may not be used in mountains or swamps without a road. (does not apply to flying mounts) ___ ## The Jobs Once the party is in the wild, there are three jobs that must be filled. If a job isn't filled, the roll for it is an automatic failure. The difficulty for each roll is based on the terrain the players traverse. Each character only rolls once for each leg of the journey, the DC is based on the most difficult terrain traveled during that leg. If you have an accurate map, you have advantage on your survival check. ##### Rangers The **Natural Explorer** feature of the ranger is modified under these rules. Now, instead of preventing the party from being lost and doubling the amount of food foraged, it simply means that the ranger **automatically succeeds** with whatever role he or she takes during the journey. Alternately, the ranger may choose to **roll with advantage** to try for a 5+ result, but must accept the results if they fail. ### The Trailblazer The trailblazer makes a **Nature** check to successfully navigate the terrain and make sure the party gets to where it's going. If the trailblazer succeeds, the party gets to their destination in the expected amount of time. If the trailblazer succeeds by 5+ on the nature roll, the party finds a shortcut or other method of moving faster than normal. The trip **only takes 3/4 the normal time.** If the trailblazer fails, the party gets lost for a time and a **complication occurs**. \columnbreak ### The Provisioner The provisioner checks with the bookkeeper if the party has enough rations for their journey and discusses with the party what specific items, clothing and equipment they might need for their wilderness travels. They may also make a **Survival** check to forage and hunt for additional food along the way. If the provisioner succeeds their survival roll, the party will need half the amount of rations for this leg of their travels. If the provisioner succeeds by 5+, the party will need **no rations.** If the provisioner fails their roll, a **complication occurs.** ### The Scout The scout makes a **Perception** check to watch for danger during the journey. If the scout succeeds, they successfully steer the party clear of any danger (except danger that the trailblazer or provisioner put the party in). If the scout succeeds by 5+, the party is presented with an **opportunity** of some kind. If the scout fails, a **complication occurs.** ## Using the wilderness The wilderness is a source of amazing resources. Characters can gather these resources to either sell when they are back in civilization or create their own items with them. #### Hunting, Foraging & Other Activities In order to increase rations, characters can choose to make a Nature check to spend extra time on hunting and foraging. The difficulty of these activities is determined by the [Long Rest Table](#the-wilderness-resting-3-firekeeper-long-rest-table). Rations gained through hunting and foraging last for 5 days before spoiling. Any creatures found or killed while hunting can be harvested for parts according to the rules in the [Wilderness Survival Guide](http://homebrewery.naturalcrit.com/share/r1Wnz4l5cl) (pg. 3). ___ Characters can also spend extra time to collect resources. They can decide to **extend their journey** or **extend their long rest** to do this. The extensive rules that apply to these activities are described in [The Wilderness Survival Guide](http://homebrewery.naturalcrit.com/share/r1Wnz4l5cl) (WSG). In cases of conflicting rules, the rules in this document apply.
|Activity| Extra time | Page in WSG | |:-| -| -: | | Hunting & foraging | Half a day | - | Extracting parts of creatures & monsters | 30 minutes to 2 hours | 3 | Gathering plants & Herbs | 1 hour | 5 | Mining ores, minerals & collecting non-mineral materials | Half a day | 4
#### Creating items Players can decide to either sell these materials or create their own items according to the rules in the WSG & [AS](https://drive.google.com/file/d/0B5ttoyMfsaC7WmU2cHNzV2hCeDA/view): * Bombs, poisons & potions (WSG pg. 7) * Additional alchemical recipes ([Alchemist Supplies](https://drive.google.com/file/d/0B5ttoyMfsaC7WmU2cHNzV2hCeDA/view)) * Armor & weapons (WSG pg. 10) \pagebreakNum # Weather A part of Dungeons and Dragons that is often forgotten is the weather, but it can have a real impact on the lives the adventurers and the monsters they encounter. If you travel into the wilderness unprepaired there could be severe consequences. #### Predictable The weather usually behaves in predictable ways, so the characters can try to predict the weather with a Nature check. The weather is tied to the climate of the area, so the weather in arctic will be noticably different from the weather in the tropics. Additionally, weather will change over the four seasons, so plan accordingly.
##### Extreme Weather Conditions | Type | Effects | |:-------|-| | Arctic Cold & Unbearable Heat | **-** When you spend a day outside in the arctic cold or unbearable heat make a DC 10 Constitution saving throw or gain 1 level of exhaustion. This excludes days of long distance travel. | | Strong Wind | **-** In strong wind effective weapon range is reduced by 20%.
**-** Because flying is difficult during strong winds, all medium (and smaller) sized creatures must either land at the end of their turn, or make a Dexterity or Strength saving throw or fall from the sky.| | Gale | **-** During a gale, effective weapon range is reduced by 35%.
**-** The loudness of the wind causes disadvantage on all Perception checks that rely on hearing.
**-** Because flying is extremely difficult during a gale, all large (and smaller) sized creatures must either land at the end of their turn, or make a Dexterity or Strength saving throw or fall from the sky.
**-** During a gale in the desert, there is a chance of a sandstorm. | | Storm | **-** During storms, effective weapon range is reduced by 50%.
**-** The loudness of the wind causes disadvantage on all Perception checks that rely on hearing.
**-** Because flying is almost impossible during storms, all large (and smaller) sized creatures must either land at the end of their turn, or make a Dexterity or Strength saving throw or fall from the sky.
**-** Any open flames are extinguished by the wind.| | Blizzard or Thunderstorm| **-** In addition to the effects of a normal storm, a blizzards and thunderstorm reduce normal vision to 40 feet.
**-** Perception checks that rely on sight have disadvantage.| | Rain or Snow | **-** During rain or snow effective weapon range is reduced by 25%.
**-** Normal vision is not significantly reduced.| | Heavy Rain, Snow or Hail |**-** During heavy rain, snow or hail effective weapon range is reduced by 50%.
**-** Any open flames are extinguished by the rain and snow.
**-** Heavy rain causes disadvantage on Perception checks that rely on hearing and/or sight.
**-** Normal vision is reduced to 60 feet.| | Sandstorm | **-** During a sandstorm, normal vision is reduced to 5 feet.
**-** Any open flames are extinguished by the sand.
**-** The sand also causes disadvantage on Perception checks that rely on sight. | | Fog | **-** During fog normal vision is reduced to 15 feet.
**-** The fog also causes disadvantage on Perception checks that rely on sight. |
___ ##### Be prepared The effects in the 'Extreme Weather Conditions' are not exhaustive. For example, heavy rain can cause creatures to become **soaked**, which makes lighting based attacks more effective. When in doubt about the effects, ask your game master. ___ The downside of most effects can be negated by proper preparation. For instance, wearing **sand goggles** during a sandstorm increases normal vision up to 30 feet. Prepare with the proper equipment before going out in the wilderness.
\pagebreakNum # Stealth, Tracking & Light ## Group Stealth Check When hiding as a group every player makes a Stealth check. A stealth check DC is equal to highest passive perception in the NPC group that you're trying to hide from. Your group **succeeds** if half or more (rounded up) passes the stealth check DC. If less than half passes the stealth check the group fails. Depending on the severity of failure the result will be either a minor or a major fail: * **Minor fail:** An NPC hears a sound that could be misconstrued as innocuous, or sees a glimpse of movement from the PC with the lowest roll. * **Major fail:** An NPC spots the PC with the lowest roll. ___ These rules don't overly punish a party with one or two low stealth players, but stealth remains relevant. ## Tracking When tracking a creature or monster, a PC first needs to know if there is a trail to follow. After they know there is a trail a PC can make a Wisdom (Survival) check to track the creature or monster. On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. PCs make an additional Wisdom (Survival) check in the following circumstances: * They stop tracking and resume after finishing a short or long rest. * The trail crosses an obstacle, such as a river, that shows no tracks. * The weather conditions or terrain changes in a way that makes tracking harder. ___ #### Base tracking difficulty | Surface | DC | |- |-| | Soft surface such as snow | 10 | | Dirt or grass | 15 | | Bare stone | 20 | ___ #### Examples of factors that affect tracking | Factor | Effect on DC | |-| - | | Each full day since the creature passed | +2 | | Creature left a trail of blood | -5 | | Each extra creature in the tracked group | -2 | | Tracking at night with overcast sky | +5 | | Fresh snow cover | +10 | | Fog | +5| | The creature is size large | -2 | \columnbreak ## Light & Darksight The most fundamental tasks of adventuring–noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few–rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. Therefore, the rules concerning light will be more strictly followed. The effects of the presence or absence of light are as follows: * In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. * A **heavily obscured** area–such as darkness, opaque fog, or dense foliage–blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. ___ The presence or absence of light in an environment creates three categories of illumination: **bright light, dim light, and darkness.** * **Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. * **Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. * **Darkness** creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. #### Alternative Darkvision Darkvision is replaced with **low-light vision** for all races that don't live underground (or deep underwater). Creatures with **low-light vision** can see in areas of *dim light* as if it were *bright light*, and then 10 foot **past areas of dim light** as if it were *dim light*. This means for instance that Drow and others who live permanently underground keep darkvision, but elves, orcs and other races who live above ground trade it for **low-light vision**. This keeps darkness ominous & threatening, and it increases drama.
\pagebreakNum # Abilities ___ The following rules pertain to ability scores with the goal to make the game more balanced and more fun to play. #### Proficiency Bonuses Due to the amount of swing in a d20, a character who is proficient in a skill can very frequently be outperformed by a non-proficient character at low levels, and relatively frequently at high levels. That's why a change that could be more interesting than the 'skill restriction rule', is a rule that gives extra bonuses for being proficient in a skill.
#### Group Checks To make a group ability check, everyone in the group makes the ability check. If the number of failures is not greater than the number of successes, the whole group succeeds. Otherwise, the whole group fails.
### Athletics (Strength) * You multiply your Strength score by 1.5 for the purpose of calculating jump distances. * You have advantage on Escape attempts. * When your total ability score is equal to or greater than +8, you gain a swim and climb speed equal to 3/4th of your walking speed. If you already have a swim or climb speed, this benefit doesn't apply. * When your total ability score is equal to or greater than +8, all movement speeds that you have increase by 10 feet. * When taking a dash action, you may add 1.5 times your movement instead of just 1 times your movement. ### Acrobatics (Dexterity) * You can disengage by using up 5 feet of available movement if you succeed on a hard DC check for each enemy you are engaged with. Failure grants the enemy can make an opportunity attack, if they are able to do so. * You have advantage on Escape attempts. ### Sleight of Hand (Dexterity) * You gain one additional item interaction for free every round. * You have advantage on saves against traps you are attempting to disable. * You can attempt to disable traps in one action. * You can use Sleight of Hand to remove binds. * You can attempt to pick a pocket as a bonus action in combat at disadvantage. ### Stealth (Dexterity) * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. * You may attempt to hide as a bonus action with disadvantage. \columnbreak ### Arcana (Intelligence) * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. * When your total ability modifier is equal to or greater than +8, you can cast Detect Magic as a ritual. * If you use this skill to successfully identify a creature, you have advantage on one opposed check with that creature. This can be, for example, a social check, a grapple check, or an initiative check. * As a reaction to a spell that requires you to make a saving throw, you can try to determine, with a DC 10 + spell level Arcana check, how to best defend against this spell. If you succeed, you gain advantage on saving throws against that spell for the duration of the combat.
#### Swimming & Climbing While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
### History (Intelligence) * you can use history to navigate a journey through civilized lands. * you have advantage on Diplomacy (Charisma) checks against nobles. * If you use this skill to successfully identify a creature, you have advantage on one opposed check with that creature. This can be, for example, a social check, a grapple check, or an initiative check. * When your total ability modifier is equal to or greater than +8, you can cast Identify as a ritual during a short rest. ### Investigation (Intelligence) * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. * You have advantage on Wisdom (Survival) checks to track creatures. * Adds 1 to your passive Perception. * You have advantage on disabling traps. ### Nature (Intelligence) * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. ___ \pagebreakNum * You have advantage on harvesting materials (creatures, poisons, herbs & plants) * If you use this skill to successfully identify a creature, you have advantage on one opposed check with that creature. This can be, for example, a social check, a grapple check, or an initiative check. * You have advantage on Wisdom (Survival) checks related to nature. * If you succeed nature check to identify creature you can ask one question about it (what is it resistant to, what damage deals, what is AC or HP) ### Religion (Intelligence) * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. * If you use this skill to successfully identify a creature, you have advantage on one opposed check with that creature. This can be, for example, a social check, a grapple check, or an initiative check. * You have advantage on Diplomacy (Charisma) checks with creatures from planes other than the natural plane and members of religious orders. ### Animal Handling (Wisdom) * You have proficiency with animal-drawn vehicles and riding horses. * Animals selected for purchase either cost 10% less (this can be cumulative with the similar advantage Persuasion proficiency grants) or roll for HP twice, taking the highest roll, and will have at least average HP. The DM can, in any case, assume that you have picked the best animals available. * Animals you have trained have advantage on Wisdom saves. ### Insight (Wisdom) * You can use Insight to determine whether an unaligned creature is aggressive towards you or not. * You have advantage on Insight checks during haggling (for example, you can check if the shop owner thinks they are offering a fair price). ### Medicine (Wisdom) * If Revivify Beast is used, you may cast it as a ritual during a short rest. * You may try to restore one used hit die of an ally. You are successful if you make a Medicine check against a DC equal to the treated character's level (or CR, rounded down), divided by two, plus 10. (So if you try to restore a hit die of a lvl 4 character, the DC is 10 + (4/2) = 12.) You can only attempt to do this once per short rest. ### Perception (Wisdom) * +1 to your Initiative bonus. * You're so sharp that you subconsciously stay aware of your surroundings during sleep. Your passive perception is not penalized for sleeping. \columnbreak ### Survival (Wisdom) * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. * You have advantage on Tracking checks in the wilderness. ### Deception (Charisma) * Failing a check doesn't make characters hostile unless the failure was by 5 or more. * You have advantage on saving throws against someone trying to read your thoughts, detect your alignment, or reveal when you are lying. * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. * You have advantage on checks involving a disguise or when you're trying to come off as someone you're not. ### Intimidation (Charisma) * If it is positive, add your Strength or Constitution ability modifier (but not both) to Charisma (Intimidation) rolls. * May take an action to roll a contested check against Wisdom (Insight) to make a creature Frightened of you until the end of a number of your turns equal to 1 plus each multiple of 5 by which you have overcome the enemy's roll, rounded down. For example, if you rolled 6 more than the target, it would be Frightened for 1+2=3 rounds. You get advantage on this roll if you have beaten a more potent ally of the target. ### Performance (Charisma) * If you cast spells that are emotion or language based, the DC of the saving throw the imposed is increased by 1. ### Persuasion (Charisma) * Pay 10% less for mundane equipment at shops (this can be cumulative with the similar advantage Animal Handling proficiency grants). * Failure on a group check doesn’t count as a failure, but it doesn't count as a success either. Your failed check isn't counted when determining whether failures outnumber successes. \pagebreakNum ## Dexterity: Not the Only Initiative Bonus In order to incentivize players to focus on a different ability scores than Dexterity, because otherwise the system significantly incentivizes Dexterity martial characters over Strength ones. * The highest among your Dexterity, Intelligence or Wisdom bonus applies to initiative. ## Strength: Additional Benefits In order to make Strength a bit more useful, and to help it compete with Dexterity the following rules are followed: * Add 1.5 times the Strength modifier (rounded down) to damage for melee weapon attacks when wielding the weapon with two hands. * Strength modifier can apply to intimidation and some other social checks in role play situations. # Classes & Races ___ Homebrew classes & races are allowed, and even encouraged. However, discuss with your GM what you would like to play before creating your character. Inspiration for different races and classes can be found in [The Elemenatal Evil Player's Companion](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf), [The Dark Arts Player's Companion](https://drive.google.com/file/d/1Kr3ZKYy3Me0ZFOhOQAmKBZlB9JUauhW5/view), [City and Wild](https://drive.google.com/file/d/0B4jAv0Wgv9taOEJJM3I4b2VwTEU/view), [Rule of Law](https://drive.google.com/file/d/0B4jAv0Wgv9taOEJJM3I4b2VwTEU/view), [The Sprouting Chaos Player's Companion](https://drive.google.com/file/d/0B-g9vLTX0eHKZmFkdFVPME9Lckk/view), [The Tortle Package](https://rpg.rem.uz/Dungeons%20%26%20Dragons/D%26D%205th%20Edition/Rulebooks/Supplements/The%20Tortle%20Package.pdf), [The Beastfolk](https://drive.google.com/file/d/1hh1ZQ-ZV6fPvslyNhzzX14v1-ULjSAt7/view?usp=sharing) and finally [Volo's Guide to Monsters](http://d20.sabotender.com/resources/5th%20Edition/Source/Volo%27s%20Guide%20to%20Monsters.pdf). #### Revised Ranger If you would like to play a ranger, talk to your GM first. They will provide you with an alternative version of the ranger. #### Sorcerer: Favored Soul If you play to play a sorcerer with the Sorcerous Origin feature, use the version in [this class document](https://media.wizards.com/2017/dnd/downloads/26_UASorcererUA020617s.pdf) instead. #### Warlock: Pact Blade The Warlock can use Charisma for melee attacks with the pact weapon. Otherwise Warlocks need to pump Str or Dex in addition to their class ability to be effective. #### Monk: Way of the Four Elements [This version](https://drive.google.com/file/d/0B5ttoyMfsaC7bUNGV2xJWjNpSEk/view) of the subclass is used for balance reasons. The version in The Player's Handbook is deemed weak. #### Fighter: Champion - Hit Dice For healing purposes, your hit dice are d12. But the hit points you gain at each level are still determined by a d10. The expanded critical range at high level just doesn't add enough power, particularly for those who want a simple sword & board or archery. #### No Variant Human Variant Human is not available. Instead [all characters get one feat of their choice at level 1](#gameplay-level-1-one-feat).
#### Other Homebrews Reddit is a great place to look for homebrewed content. If you find a homebrew that you would like to try, talk to your GM to see if it fits in the world. (It probably will)
\pagebreakNum # Spells Spells are fun! That's why the spells in the [(Not Quite) Complete Tome of Spells](https://drive.google.com/file/d/0B0Qx4NeOkTzTZ2lrT2JoeUxQclU/view), in the [Metabot's Manual of Magical Martial Maneuvers](http://homebrewery.naturalcrit.com/share/r1XY-WXhkG) and in [The Elemenatal Evil Player's Companion](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf) are available. Without these sets of additional spells, some builds seem to be rather light on spell choices. Definitely check these out to enhance your play. The spells in Metabot's Manual are a little more helpful for half-casters, since many of them involve melee attacks, which are useful to half-casters. #### Blade Ward In addition to the effect of the spell, gain temporary Hit Points equal to your level for the duration of the spell. Otherwise, despite halving damage, most of the time, simply dodging is better, because dodging gives disadvantage to all attacks targeting you and advantage on Dexterity saves until the beginning of your next round, and Blade Ward simply halves all incoming weapon damage. The two effects are comparable, but Blade Ward displaces some other cantrip that could be much more useful, while Dodge is always available to everyone. #### Charm Person & Friends If the target failed its first save, when the spell ends, it has to make another save to realize that it was under the effect of the spell. If it makes that second save it becomes hostile, as described in the original rules. If it fails that second save, it's merely confused about what happened. The target may not have been targeted by this spell by the same caster in the past 24 hours. Otherwise, the spell's utility is so limited that it might as well just be a "open lock when the person with the key is around" spell. #### Find Familiar Owls summoned with this spell don't have the **Flyby** feature. #### Guidance You touch one willing creature as they are about to make a mistake on a skill check. If the caster successfully rolls a Wisdom saving throw against a DC equal to 10 plus the target's skill bonus, the target can roll a d4 and add the number rolled to the skill check. The original version of this spell is too annoying to administer in actual gameplay. #### Mordenkainen's Sword Duration is changed to 8 hours. #### Mirror Image The AC is your normal AC (with armor and protective equipment) lowered by 2. Otherwise the AC is way lower than yours, so it is very likely you will lose all 3 images to attacks that would have missed anyway, making the spell almost useless. #### Spare the Dying Unless the body of the target has been completely destroyed, the target does not die due to events that occurred this past round. Likewise, any death saves failed during the last round are "unfailed" and the creature becomes stable. The target's condition is not improved in any other way. #### True Strike The target's next attack gains advantage. Casting time is now a bonus action. The Concentration requirement is removed. # Feats ___ Using homebrew & Unearthed Arcana feats is encouraged. They allow for more in depth character building. Inspiration for feats can be found in [Rule of Law](https://drive.google.com/file/d/0B4jAv0Wgv9taOEJJM3I4b2VwTEU/view) and [City and Wild](https://drive.google.com/file/d/0B4jAv0Wgv9taOEJJM3I4b2VwTEU/view). ## Level 1: One feat! Every character gains one feat of their choice at level one. This feat should encourage variation and role play. Lucky cannot be chosen for this feat. ## Changes #### Charger If you used dash and chose to attack, you add your strength modifier for each 10ft you moved in a straight line as additional damage. #### Grappler The character can grapple creatures 2 sizes larger. \columnbreak #### Martial Adept This feat now grants 3 dice, because it is otherwise not considered worthwhile. #### Savage Attacker This feat either gives +1 to Strength or +1 to Dexterity, allows a reroll for damage on one weapon or unarmed attack per turn, using either result. #### Sharpshooter & Great Weapon Master These feats now give the following: You can take extra time to hit where it hurts most, giving yourself disadvantage on an attack. If you hit anyway, you roll damage twice and choose the better roll. \pagebreakNum # Equipment #### Adventuring Gear PC's can buy a new item in town: "Adventuring Gear". This item functions similarly to Dungeon World's item of the same name. It costs 30 gp, weighs 20 lb., and has 5 charges. Spending a charge allows the PC to pull out any mundane item that they need. Examples of mundane items include: shovel; crowbar; grappling hook; torch, caltrops; oil flask; steel mirror. #### Potion Consumption Drinking a potion yourself only takes a Bonus Action. Feeding one to someone else is an Action. #### Shield Doffing Doffing a shield can be done using the free use of an object interaction, similar to drawing or dropping a weapon. ___ Donning a shield still requires an Action, but this provides a little bit more flexibility in combat, allowing for dramatic actions. #### Swimming in Medium or Heavy Armor Athletics checks to swim in medium or heavy armor are made with disadvantage, unless the character has a swimming speed. #### Thrown Weapons Thrown weapons that are light, as well as javelins and darts, gain the ammunition property. Otherwise only one can be drawn as a free object interaction per round, limiting the number of thrown attacks characters with multiple attacks can make. The weapons benefitting from this suggestion exclude tridents and spears.
# Gameplay #### Double advantage Advantages and disadvantages stack up to 2, which makes it a double advantage. This means that 1 disadvantage cancels out 1 advantage. At the discretion of the GM some situations will result in double advantage. #### Zero Hit Points If you drop to 0 hit points, you gain a level of **exhaustion**. This prevents "heal-scumming" (using HP below 0 as an extra damage buffer) and helps roleplay the event. The alternative is that enemies should target unconscious enemies to make sure they were dead, and since unconscious targets are attacked with advantage and auto-critted in melee, they quickly would be. #### Level Drain Attacks that drain a level impose a cumulative -1 to all ability rolls (including attacks, saves and skill checks). If the absolute value of this penalty is equal to or greater than the target's level, bad things™ happen. Every long rest, the target gets a Constitution save to reduce the penalty by one. The DC is equal to the absolute value of the penalty plus 10. #### Knocking a Creature Out Unless the weapon used to deliver the knock-out blow is specifically made for such purpose, the target gets a Constitution save to avoid being knocked out (and the damage that goes along with it). ___
For reference, PHB (page 198): "When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious, and is stable."
\columnbreak #### Holding Breath in Combat When holding your breath, the same rules used to concentrate on a spell are used to concentrate on holding your breath. For example, taking damage requires a Constitution Saving Throw. You may still concentrate on a spell that requires concentration while holding your breath. It helps distinguish between swimming around peacefully, and being in a violent conflict underwater; something the default rules don't do. ## Critical hits and misses Combat in Dungeons and Dragons is supposed to be fun. To that goal, when a natural 20 is rolled the game master will determine if an extra effect occurs, and if so, what the effect will be. The goal will always be to enhance the fun of role playing, and to strengthen the story. ___ When someone rolls a natural 0, they roll an additional d20. The result of that additional roll determines whether the character really made a critical fail. ### Critical miss table | Roll | Result | |--|-----------| | 1 or 2 | The character fails their attack spectacularly. Something **unfortunate** occurs. | | 3 to 18 | The character misses, but doesn't receive any additional penalties. | | 19 | The target of the attack dodges right into the missed attack, resulting in a hit after all. Roll for damage. | | 20 | It seems as if your target is actively trying to get hit. The character makes a miraculous critical hit. | \pagebreakNum ## New Conditions The condition **bloodied** will be used to indicate when a creature or character is at half or less of their maximum health. ___ Another variant rule is used to supplement existing conditions with the two conditions below. Unlike most conditions, an object can become ignited or soaked as well as a creature. ___ Fiery spells and effects cause the *ignited* condition, and water spells and effects cause the *soaked* condition. ___ As a general rule, any effect which ignites or soaks certain fragile objects, like parchment, would immediately destroy the objects beyond repair. ### Ignited Any object or creature that resists fire damage or has no flammable parts cannot be ignited. ___ At the end of each of its turns, an ignited creature takes fire damage as specified by the DM. This condition ends if the ignited creature uses an action to end it, if an adjacent creature uses such an action, if the target becomes soaked, or if the target takes cold damage. The DM may judge the fire can be extinguished by other means. ### Soaked It can be assumed that any object or creature submerged in water would be soaked upon emerging from it. Creatures sensitive to water may be vulnerable to any damage which causes the soaked condition, subject to DM discretion. * If the target takes fire damage, it takes 1 less damage for each die rolled. (E.g., if subjected to a 3rd-level fireball, the target takes 8d6 - 8 damage.) This adjustment comes before damage resistance. * If the target is attacked with a cold or lightning based attack, the attacker has advantage on attack rolls and the target has disadvantage on saving throws related to those attacks. damage the attacker , * If the target would be ignited, both conditions end abruptly. * The soaked condition ends after 1 minute. The DM may judge that some effects, such as the prestidigitation spell, can dry the target faster. ## No basic ammunition Because nobody wants to have to go to the 'arrow store' each time they are in town, each character has unlimited basic ammunition. \columnbreak ## Flanking In order to facilitate more dynamic combat players are encouraged to flank their enemies. When a character flanks an enemy they gain an additional d4 to their attack roll. A creature or monster is flanked when it has an enemy on either side, as shown below. Enemy creatures will also be able to benefit from the flanking bonus. ___ ### Flanking a Medium Sized Creature
___ ### Flanking a Huge Sized Creature
\pagebreakNum # Other ## Homebrew suggestions The following are homebrew version that are available. Suggestions to this list are always welcome. * Alternative patrons & spells for Warlocks can be found in [The Compendium of Forgotten Secrets](https://drive.google.com/file/d/0B9p7DxYuE-3VYS0tTThIbkx0dXc/view) & [here](https://drive.google.com/file/d/0B-g9vLTX0eHKQ3RfV1JkZ0lQeEk/view). * Alternative domains & spells for Clerics can be found in [The Compendium of Sacred Mysteries](https://drive.google.com/file/d/0B9p7DxYuE-3VM0VyOWViUlhNalk/view). * Additional backgrounds can be found in [The Backgrounds Omnibus](https://drive.google.com/file/d/0B5ttoyMfsaC7cGtTeTBjWmJqRXM/view) & in [Secondary Backgrounds](http://homebrewery.naturalcrit.com/share/HkSaTlYnuW). * Alternative sub-races can be found in [The Subrace Handbook](https://drive.google.com/file/d/179Q8OIL8DU-6Ih7zlMENmkYVtC1jUcI2/view). * Bardic Reputation system can be found [here](https://www.dropbox.com/s/fjapnq0dzi5thdd/Bardic%20Reputation%20and%20Performances.pdf?dl=0). ___ ## Under Construction The rules below are still under construction/consideration. They might or might not be implemented later. #### Renown See the [Dungeon Masters Guide](https://www.dropbox.com/s/iglrj3ot4l3ehnj/Dungeon%20Master%27s%20Guide.pdf?dl=0) page 22. #### Strongholds See [Fortresses, Temples & Strongholds](https://drive.google.com/file/d/0BwF09f1afXWlMlhlVUozZGY2RGM/view).