Homebrew Rules

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Ron Lugge's Homebrew Rules

A collection of house rules, common rule ambiguity rulings,
and sample homebrew content

Preface

Every Dungeon Master out there has their own collection of house rulings. Sometimes that collection might be just 'see the RAW' and nothing else, but they have some sort of style, some way of running the game. In the case of 5E, where there are often ambigious rules interactions, it's almost inevitable that a DM will pick up at least a few house rules that need to be distributed amongst his players.

Contained herein are the house rules for myself, Ronald John Lugge III. I've done my best to keep them short but detailed, with necessary context but still brief. This is a living document, subject to continual updates at any time.

The intent sections are provided so players can understand why a rule is in place, and hopefully extend that understanding towards anticipating additional rulings. On the flip side, understanding the why of a rule also allows players the freedom to petition for variances that maintain the intent & spirit of the rule, even if it's a technical violation of the rule. (For example, a fighter with a Wisdom of 18 violates the Stats rule in Character Generation, but may still be allowed since Fighter's can't use Wisdom offensively.) Petitions should include valid mechanical reasons why an idea won't be breaking, and a valid character reason to allow it. ("I want to build a Sherlock Holmes style fighter, so I want a high intelligence for a good Investigation skill!")

Living Document

The DM has the right to modify and update this document without notice, at his discretion. And yes, that includes mid-session if something problematic comes up.

Vocabulary Guide

To ensure understanding, this section will spell out certain words specific intent in this document.

  • Required, Must, or Shall: Do this. You may petition for a variance, but don't get your hopes up and have some really good reasons for said variance.
  • Should or Expected: You are asked to do something, but it is not necessary to do it. If you choose to not do what you are expected to do, you are required to discuss it with the DM in advance.
  • May, or Can: You are allowed to do this, but it's not enforced.

Character Generation

Unless otherwise specified, my homebrew games may be assumed to use the following rules:

  • Valid Character Resources: Official, published content allowed, PHB +1 rule enforced only if and when bad interactions occur. Other content, such as homebrew and Unearthed Arcana, available with permission of DM. Unearthed Arcana will usually get the nod; homebrew I'll work with you to try to get something acceptible.
  • Backstory: All characters are expected to have some form of backstory attached to them. The exact details are left up to the player, but they are required. Ideally, this backstory should provide reason for the character to be adventuring with the other characters, and give the DM at least a few plot hooks into the character. Note that the backstory given doesn't need to be all of the reasoning for being a part of the group, simply enough that the character isn't disruptive. Reasoning: the intent is to first help smooth out character creation by focusing on a story over build concepts, and second to help smooth out gameplay by ensuring everyone walks in with appropriate hooks for character manipulation, by DM, the player, or other player's characters.
  • Stats: Point Buy, default 27 points. (Check with DM on a case-by-case basis if you miss initial character creation, this is a value I tweak for desired results)
  • First Level Feat: All races gain an additional feat at first level. If Human(variant) is allowed, they would would therefore have 2 feats at first level. Your additional feat must contain some element of story to it, somehow tying into either your backstory or character design in a manner more compelling and flavorful than "I took great weapon master because I like to hit things hard." Reasoning: low level characters are very generic and cookie cutter. While the level three archetypes help, it's not until level 4 and feats that characters really begin to branch out. The idea here is to first de-emphasize the variant human 'because I need this specific feat!', and second to help apply interesting mechanics onto characters. By tying it into the backstory, it helps force backstory development, and it further reduces the cookie-cutter nature of lower level characters.
  • Starting Level: Characters will start at level 3. Feats gained at first level may be selected based on features gained at third level. Reasoning: Too many classes get major features at level 3 rather than level 1, features that can completely transform how they work. The first two levels are fine for 'base' builds, but as an example, Valor Bards transform in just plain weird ways at level 3 as they suddenly begin using medium armor and martial weapon. And a heavy armor bard, possible at level 4, would face some pretty weird mid-game transformations. This also allows room to start with a multiclass combo, rather than 'suddenly' transform with the second class.
  • Starting Equipment: Players may choose to start their character off with the standard equipment based on class and background, or may use the wealth by class rules (PHB page 143) if desired (take maximum roll). Either way, you may add 300 gold to your inventory above and beyond the starting values.
  • Pre-Approved Homebrew Material: Also find in this document some pre-approved homebrew material; make sure to read & understand the author's notes section to understand intent and reasoning behind them.

General Homerules

  • Turn Time Limits: Players are expected to pay attention on other player's turns and keep combat moving. Exceptions will be made as needed (for new players, confusing material, rapid shifts in the combat battlefield, and the need to query the DM for rules clarifications and adjudications). However, whenever possible players are expected to look up spells, rules, and similar arcana off-turn, rather than waiting for their turn to do so. If a turn takes too long to start moving, someone else's turn may be inserted in front of yours to keep combat moving. Reasoning: There is nothing more boring than watching someone else fumble through the PHB, unless maybe it's watching them roll & count dice. The intent of this rule is to speed up combat. The slower combat goes, the more likely people are to 'check out' mentally, either by checking facebook or by just zoning out to wait their turn. That creates a self-perpetuating cycle of boredom that I want to keep under control.
  • Hero Points: As a replacement for inspiration & related rules, players start each session with a minimum of 1 hero point. Additional hero points may be earned through good roleplaying, the DM triggering something 'unfair' against you, or otherwise just having things go more against you than just a roll on the dice. These points will continue from session to session, and may be spent after you roll. You can spend them to either reroll an attack, ability check, or saving throw made by yourself or another player, or to gain +5 on the result. You may also spend them to reroll up to 2 damage dice on an attack or spell. At DM discretion, I may choose to allow you to use them 'against' an enemy roll (feel free to ask). You may also spend them to invoke a new aspect to the situation. DM has final authority on when they may be spent, and may choose to disallow any use for purposes of story development.
  • Bonus Action Potions Potions may be drunk as a bonus action, instead of a full action. Still requires full action to apply to another.

Incorporation of Homebrew Content

In addition to the original homebrew content contained is this document, additional homebrew options may be allowed at DM discretion. Contact me to talk it over. I'm likely to say yes to something that focuses purely on flavor, less likely to say yes to something that simply expands combat power. Typically, I suspect most homebrew content will be in between, and will therefore require case-by-case approval.

New Homebrew Material

Got some homebrew content you want to play with? Contact me, and I'll be glad to give it an eye. I may allow it, or I may not, but I'll do my best to give you clear, concise reasoning on it, either way.

Spellcasting

  • Elemental Substitution: Dragon sorcerers often suffer due to a lack of good, flavorful, elementally matched spells at given levels. Players may create 'new' spells by substituting new damage types for old ones, and possibly new saving throws, if it makes sense. DM discretion applies, please run them past me first. The new spell will in all respects be a new spell. "Frostball" is simply "Fireball" with cold damage and a con save, but it's still a new -- and seperate spell -- that must be prepared / known seperately. Same for Psychic Rift, which substitutes psychich damage and a charisma save. Acid Blast makes a fun substitute for Scorching Ray, while I'm sure everyone will enjoy Drustal's Leaping Flame (Chain Lighting as fire damage).

Ambiguous Rule Clarifications

Disciple of Life & Goodberry

Disciple of Life will grant an additional number of goodberries, rather than increasing the healing on a per-berry basis.

Reasoning: By RAW, you could argue that these two don't interact, since you conjure goodberries with a spell, rather than restoring hitpoints. The flip side is allowing the goodbery spell to be quadrupled in effect. The latter just won't fly, since it effectively negates short rests at lower levels. The former also feels a tad bit unfair, since one of goodberries effects is restoring hit points. I feel this ruling represents the sweet spot between the two extremes, allowing the minor benefit that Dsicple of Life is supposed to grant, without making it a massive, balance-shifting shift. A Life Cleric shouldn't become more effective at healing by taking a single level of Druid or two levels of Ranger. That's just odd.

Durable Feat

My reading is that the amount rolled on the dice is a minimum of twice your con modifier; assuming a positive con modifier, this means the minimum recovered is always three times your con modifier.

Reasoning: The other ruling makes this feat mildly underwelming. It gives no benefit at +1 con, and minimal at higher con scores. This ruling actually makes the feat worth the time.

Feat Changes

  • Resilient: You must pick a saving throw you are not currently proficient in, but may otherwise take this feat multiple times.
  • Magic Initiate: You may take this feat multiple times. Each time must apply to a different class.
  • Ritual Caster: You may take this feat multiple times. Each time you must choose a different class.
  • Skilled: You may take this feat multiple times.

Spell Changes

Reincarnate

If I choose, the Reincarnate table may be replaced with the following table.

D100 Race D100 Race
01-03 Dragonborn 58-60 Fire Genasi
04-06 Hill Dwarf 61-63 Earth Genasi
10-09 Mountain Dwarf 64-66 Water Genasi
10-12 Duergar 67-69 Air Genasi
13-15 Drow 70-72 Goliath
16-18 High Elf 73-75 Firbolg
19-21 Wood Elf 76-77 Orc
22-25 Half-Elf 78-79 Half-Orc
26-28 Forest Gnome 80-81 Bugbear
29-31 Rock Gnome 82-83 Goblin
32-35 Deep Gnome 84-85 Hobgoblkin
36-39 Lightfoot Hafling 86-87 Kobold
40-42 Stout Halfling 88-89 Yuan-Ti Pureblood
43-45 Ghostwise Halfling 90-91 Lizardfolk
46-50 Human* 92-93 Aarakocra
51-53 Tiefling 94-95 Kenku
54-55 Protector Aasimar* 96-98 Tabaxi
56-57 Scourge Aasimar* 99-100 Triton
  • Human: Player may choose variant or regular human.
  • Aasimar: Evil characters will become Fallen Aasimar instead.
Healing Spirit

This spell is modified with the suggested homebrew rule from Jeremy Crawford "The spirit vanishes after healing creatures a number of times equal to twice your spellcasting modifier, minimum of 1". The issue is that without that clarification, it can provide 10D6 healing per target outside of combat -- 20d6 if you allow reaction based movement shenanigants.

Witch Bolt

Ongoing damage now scales by 1D12 for every two levels above first.

Class Changes

Paladin
  • Valid Fighting Styles: Paladins may also take the dual-wielding fighting style, allowing them their stat bonuses on off-hand attacks.
Ranger
  • Valid Fighting Styles: Rangers may also take the great weapon fighting style, allowing them to reroll 1s and 2s on appropriate weapon damage rolls.
Warlock
  • Hexblade Patron: The basic archetype of a warrior whose martial capabilities come -- in whole or in part -- from mystic gifts and dark deals is an extensive and powerful meme. Unfortunately, Pact of the Blade doesn't really go far enough to support that. Therefore, Warlocks have the option of utilizing the benefits of the Hexblade patron in place of their actual patron -- and regardless of their choice of Pact Boon. Warlocks who take this option and wish to use a patron-specific invocation must pick either their 'real' patron or their substituded Hexblade patron for purposes of qualifying for patron-specific invocations, and this choice should ideally be discussed in advance with the DM.
  • Pact of the Blade Modification: When using the action granted by Pact of the Blade, a warlock may conjure either a single pact weapon, or one in each hand.

Weapon Changes

  • Whips In addition to their default abilities, whips can be used to grapple a foe, and as appropriate a 'mini-grappling hook' for swinging short distances. They may also at DM's discretion allow for disarming attacks. I do not currently have the precise rulings for this formulated out, but my mindset is in the direction of 'if the creature is no more than one size larger than you' combined with the usual grappling/shoving apposed check, possibly combined with requiring an attack roll to hit the weapon. (Maybe you have to grapple the weapon before you can try to disarm?)

Magic Item Changes

In the DMG, it's mentioned that magic items that allow you to cast spells do not require components unless otherwise specified. (This would make them immune to counterspell) That text shall instead be read that the magic item replaces components (thus retaining the ability to counter them).

Spell Point Variants

I'm willing to discuss use of spell point variants with any class, but the only class who may automatically opt-in is Sorcerer, and that fact needs to be stated up-front at Character Creation. I like that this gives the Sorcerer a more organic interplay of spell levels and their desires, and how it allows spell points and sorcery points to be more closely merged. As a result, Sorcers add their sorcerer level to their spell point pool. Multiclass Sorcerers are encouraged to discuss their choice with the DM, but half-spellcaster and third-spellclaster classes will advance them down the chart in a manner identical to how the PHB handles them for normal charts. Additionaly, this is an either-or choice, you are expected to use one option or the other, and may not try to hybridize between the two options.

I'm also of two minds on allowing Warlocks to utilize the ability, and a good discussion may convince me to allow it. Regardless, Pact Casters require DM permission to use this variant.

Basic idea of the spell point variant is that instead of having a number of slots, with each slot of a specific level, you have a single pool of 'spell points' based on your casting abilities. You may only cast spells of 6th level or higher once per day but otherwise may cast as you choose so long as you still have spell points left.

Reasoning: I like how this allows character concepts / classes that might not need their lower level spell slots to move forward without being 'forced' to make use of them, while also not punishing them for failing to use them. Some concepts may be more heavy on frequent, weaker spells (such as Shield or Absorb Elements for tankier concepts) while others may find first level spell slots nearly useless (a lot of more damage oriented concepts). This allows both sides to 'win'. A sorcerer is no longer punished if no first level spell slots match their character concept, and this more organic approach to magic suits them better than Vancian does.

Spell Point Cost By Spell Level

Spell Level Point Cost Spell Level Point Cost
1 2 6 9
2 3 7 10
3 5 8 11
4 6 9 13
5 7

Spell Points Per Level (Full Caster)

Class Level Spell Points Max Spell Level Pact Spell Points Pact Max Spell Level
1 4 1st 2 1st
2 6 1st 4 1st
3 14 2nd 6 2nd
4 17 2nd 6 2nd
5 27 3rd 10 3rd
6 32 3rd 10 3rd
7 38 4th 12 4th
8 44 4th 12 4th
9 57 5th 14 5th
10 64 5th 14 5th
11 73 6th 21 5th
12 73 6th 21 5th
13 83 7th 21 5th
14 83 7th 21 5th
15 94 8th 21 5th
16 94 8th 21 5th
17 107 9th 28 5th
18 114 9th 28 5th
19 123 9th 28 5th
20 133 9th 28 5th

Revision Notes

  • 04/25/2019 Potions may be drunk as a bonus action; magic item spellcasting components rule added
  • 01/10/2019 Started work on moving outright homebrew content into separate document
  • 02/20/2018 Added Light Brand spell, cleaned up spell lists
  • 02/13/2018 Initial Import to GM Binder, added hateful word rough draft
  • 11/29/2017 Revised Healing Spirit
  • 11/11/2017 Xanathar's Guide to Everything Update: Banned Healing Spirit
  • 11/01/2017 Contagion update: returned to Sage Advice RAI interpretation, pending a better middle ground being found
  • 6/27/2017 Reformating on chargen page; made it possible to base 'level 0' feats on level 3 features
  • 6/26/2017 Add Sanctuary homebrew rules
  • 6/21/2017 Added Contagion & Witch Bolt homebrew rules.
  • 6/3/2017 Minor text/formatting updates, added new rules on whips
  • 6/4/2017 Added revised Reincarnate table
 

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