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House Rules Compendium
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# Part I ##### Playing the Game
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### Exceptional Success Any non-critical Attack Roll that beats AC by 10 and any Skill Roll that beats DC by 10 is considered Exceptional Success. If Attack is an Exceptional Success, you may reroll one weapon die before calculating the damage; you must use the new value even if it is lower. If Skill check is an Exceptional Success and is part of a task that involves another skill check by the same or another character, that Skill check is rolled with advantage.
### Skill Rerolls When another player attempts a Skill check roll to gain new information from the DM (Perception, History, Arcana, etc.) and fails, you may attempt the same check only if you have higher Skill modifier than theirs.
### Helping Others When a you use the Help action to aid another creature in a task, you must have proficiency in that Skill.
### Inspiration Points Inspiration Points are earned by the whole party of players. The party can earn up to 3 points per session and store points up to the number of players in the group. The party must agree when and how to spend the Inspiration Points. ___ The party earns Inspiration Points at end of session by:
* great roleplaying moments, deep storytelling to dramatic effect, rich detail in describing combat, or having appropriate fun; * work together as a team to overcome extraordinary odds, defeat difficult opponents and progress the story when it is not openly directed by the DM; * not having excessive small talk or phone use on the table (other than using RP aids), actively listening or engaging with the DM, not distracting the atmosphere of the game. ___ The party may spend an Inspiration Point anytime to:
* increase one player’s Initiative by +10 for one combat; * regain one use for ability that recovers with short rest; * remove one failed Death save from a Dying character; * turn already rolled Attack or Skill check by a player or DM into a failure or success. Saves and Death Saves cannot be affected. If failure is turned into success, it is a partial success that may carry complications; * have the DM roll twice when rolling on a random effect table and choose one of the possible results; * change the next Attack or Skill check by a player, if successful, to a critical success. If the roll is a miss, the Inspiration Point is wasted. \pagebreakNum # Combat ### Initiative Rush At the end of your combat turn, you may announce that you want to rush your next turn. If you do so, raise your Initiative for the duration of the combat by 2 + Dexterity modifier (minimum of 1). On your next turn after rushing you experience the following effect:
* no abilities can be used for the duration of the turn; * first Attack during the turn is done at disadvantage; * movement speed is halved for the duration of the turn. ### Wounds If a creature takes damage from a single weapon attack, ability or spell than exceeds 10 or their Constitution score whichever is higher, they suffer a Wound at the end of that combat turn. Until end of combat, creature loses 1d4 hit points at the beginning of their turn for each Wound they have suffered during that combat. Wounds can be removed with a Medicine DC 15 skill check and expending one use of a healer’s kit. A wound can also be removed with Short or Long Rest and the expenditure of a Hit Die. This die does not grant hit points, it only removes the wound. Wounds can also be removed with curative magic. Magic can cure both hit point damage and remove one wound per die of healing. For example, magic items such as potions that heal 2d4+2 points also cure two wounds. If a creature has more Wounds than their level plus their Constitution modifier (minimum of 1), they are immediately knocked unconscious. They keep the same number of hit points but are unconscious and do not regain consciousness until they remove the appropriate number of wounds. \columnbreak ### Lingering Injuries If a creature takes damage from a single weapon, ability or spell that is more than twice their Constitution score, and this damage brings it unconscious or dying, roll on the Lingering Injuries table (p. 8-13) and add their Constitution modifier to the roll (minimum of 1). If the source of damage is a critical, do not add the Constitution modifier. In addition, a creature may sustain a lingering injury after rolling a natural 1 on a saving throw against a spell, magical, or trap effect that deals damage to that creature. ### Non-Lethal Damage Non-lethal damage must be announced before damage is rolled, not after. Players may announce all damage dealt to specific creatures as non-lethal and change their mind any time. You may choose non-lethal damage only if you can concentrate while dealing damage. Critical hits cannot be announced as non-lethal damage and may lead to accidental kills. ### Long Rest Characters don't regain hit points at the end of a long rest. Before end of long rest, characters regain half his maximum Hit Dice (minimum of 1) and can spend Hit Dice for healing. Unspent excess Hit Dice over maximum are lost after rest. During long rest characters must consume at least 2 pints of water and a ration and must be able to sleep with some comfort. If they cannot provide one or both, they gains 1 level of Exhaustion instead of reducing it.
\pagebreakNum # Combat Actions
#### Power Attack You may put more of your raw strength behind a blow, trying to deal extra damage. When you take the Attack action on your turn, you may forgo one of your attacks and use your bonus action to perform a Power Attack. When you do so, make an attack roll with -5 penalty. If the attack is successful, it deals additional damage equal to 2 + Strength modifier or 2 + Rage Damage modifier, minimum of 1. #### Feign As a bonus action, you attempt to fake out your opponent. You make an Intelligence (Deception) skill check opposed by your target’s Wisdom (Insight) check. If you succeed, you gain advantage on your next attack against that opponent this round. If you fail, you gain a disadvantage instead. #### Parry You may use your bonus action and spend one of your attacks to prepare a reaction to deflect the strength of an attack made against you. Until the start of your next turn, you may use your reaction against one enemy melee attack that soaking some of the damage. Roll your weapon die without applying modifiers and proficiency and lower the damage from the enemy attack by that amount. If your roll is equal or higher than the damage dealt, you have advantage on your next attack against the same enemy creature. #### Counter Attack You may use your bonus action and spend one of your attacks to prepare a reaction that lets you follow an unsuccessful attack by a creature with a counter attack. Choose a creature. Until your next turn, if the creature misses an attack against you, you can use your reaction to attack the creature. If it is a hit, you deal additional damage equal to your Strength or Dexterity modifier (minimum of 1). #### Raise Shield You may use your bonus action and spend one of your attacks to prepare a reaction to use your shield in the right moment to deflect an enemy attack. Until the start of your turn, you may use your reaction against one enemy attack that meets or beats your AC by 1. If you do so, all melee damage is negated. #### Trip When you take the Attack action on your turn, you may forgo one of your attacks and use your bonus action to perform a special melee attack to trip a creature, knocking it prone. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your trip must be no more than one size larger than you, and it must be within your reach. You make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, the target is knocked prone. \columnbreak #### Rising from Prone Rising from a throw or fall is a difficult thing in the heat of battle. It takes training and skill to do so very quickly and even more so when faced with an aggressive adversary. You must spend half your movement to stand from prone. However, when threatened, you must also make a successful Acrobatics or Athletics DC 15 to attempt to stand. You have Disadvantage on the roll when threatened by more than one enemy. A character may choose to use the Disengage action or suffer an opportunity attack from threatening opponents to get up without making any skill check. #### Armor Breaker You can aim your attacks to hack away your target’s worn or natural armor, or his shield. You may use your bonus action and spend one of your attacks to make a special Armor Breaker attack. When you do so, roll the attack roll at disadvantage. If the attack is successful and it deals more damage than target creature’s AC without the Dexterity modifier, it permanently lowers the target’s armor AC or shield AC by 1. Each target’s armor cannot be lowered by more than 3, and never below 10 + Dexterity modifier. Armors and shields with AC lowered to 0 are destroyed. Magical armor and shields cannot be damaged. #### Reckless Charge As a Dash or a Jump action, you can choose to charge a target and make a single attack or a Shove attempt as a bonus action during your Dash or Jump. The charge or jump must be in a straight line and you must at least move 10 feet. You cannot charge through any obstacle (person, objects, even friendlies) or through hindering or difficult terrain. The attack at the end of the charge deals one additional weapon die as damage; or has advantage and double push distance if Shove attempt. However, until your next turn, anyone attacking you has advantage against you. #### Momentum When you miss with a melee attack by less than 5, you may use your bonus action and your failed attack to build energy towards your next attack in the same turn. If you do so, you may reroll one damage die of your next attack then choose between the older and the newer value. #### Dirty Fighting You may use your bonus action and spend one of your attacks to make a special melee attack to fight dirty against a creature, hindering it in melee combat. If you’re able to make multiple attacks with the attack action, this attack replaces one of them. You make an attack roll and the target makes an opposed Intelligence or Wisdom save. If you fail, your opponent has advantage on melee attacks against you until your next turn. If you succeed, you may choose one: gain advantage on your next attack against the target; cause the target to suffer disadvantage on their next attack; cause them to suffer the Blinded condition until their next turn; make them attempt a Constitution save to avoid falling prone.
\pagebreakNum # Stealth Actions ___
#### Gag Mouth Once you successfully Grapple a creature, you can attempt to gag it and prevent it from making sounds. Use your bonus action and make an additional Grapple check. If you succeed on this grapple, the creature is gagged while the grapple persists. A gagged creature cannot cast spells with verbal components and its speech is muffled and cannot be understood. When the creature is no longer grappled, it is no longer gagged as well. #### Choke Hold Once you successfully Grapple a creature with a neck or other vital spot, you can make an additional Grapple checks to move your hands and apply pressure in order to choke it unconscious or dead. Attempt the additional Grapple check at disadvantage. If you succeed on this grapple, your hands move to the creature’s neck and start cutting the flow of air. On the creature’s next turn, the choker makes a Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the creature succeeds, the Grapple is broken. If it fails, it is Suffocating. #### Silent Takedown Rogues or anyone suitably trained or equipped with a silent weapon can attempt to incapacitate an unaware creature either through force or tools such as a garrote. A creature must be Surprised or incapable of taking actions or reactions to be subject to a Silent Takedown. Making a weapon attack using their Dexterity modifier or by putting them in a choke hold with a Strength (Athletics) check. The check DC is equal to 10 + the creature's Hit Dice. Creatures under these effects are considered Grappled, Gagged, and Suffocating, and suffer Disadvantage on their first check to break the Grapple if they were Surprised. #### Drag As your action, you may attempt a Strength check DC 10 to drag a creature of your size. The DC increases by 5 for creatures one size category larger and decreases by 5 for creatures one size category smaller. You cannot drag a creature more than two sizes larger than your own. While dragging a creature, your movement is halved. If two or more creatures attempt to perform a Drag action, they gain advantage and only one needs to succeed. #### Coup de Grace Conditions such as Paralyzed, Unconscious or Sleeping that grant automatic critical hits against humanoid creatures allow you to do one final blow that kills the target. When you make an attack that qualifies as an automatic critical hit, roll a regular Attack roll. If you hit the target's AC minus Dexterity modifier, the creature takes damage equal to its current HP and is dying. If you do not hit, the creature instead takes damage equal to half its current HP.
\pagebreakNum # Magic Complications ### Hiding Spell Casting In some situations characters may attempt to hide the act of casting spells, cast it in non-threatening manner, or disguise the use of specific components as part of casting. If a spell has a Verbal component, the caster must roll Intelligence(Stealth) or Wisdom(Stealth) opposed by Passive Perception if caster is not actively observed, or Perception Roll if observed. Loud background noise give advantage to the caster roll. If the observer knows the caster is able to use magic, he has advantage to the Perception Roll. If a spell has a Somatic component, the caster must roll Dexterity(Stealth) opposed by the Passive Perception if caster is not actively observed, or Perception Roll if observed. Lots of nearby movement (such as a crowd) give advantage to the caster roll. If the observer knows the caster is able to use magic, he has advantage to the Perception Roll. If a spell has a Material component, the caster must roll Dexterity(Sleight of Hand) opposed by Passive Perception if caster is not actively observed, or Perception Roll if observed. If the observer is trained to recognize spell components, he has advantage to the Perception Roll. If a spell has multiple components, the caster must roll separately for each. Failure to one roll reveals only suspicious activity unless the observer has studied magic. Failure to two or more rolls reveals unmistakable evidence of casting magic. \columnbreak ### Cost of Magical Services When characters seek magical assistance from individuals who ask fair payment for their services, use the following formula to calculate the cost of the service. The Base Cost depends on the relationship with the caster, availability, legal issues and living standards in the region.
* Base Cost of 5, when the characters have established contact with preferential price, the service is legal and widely available and there is high competition providing it, or the living standards of the location are very low; * Base Cost of 10, when the characters contact an independent organization providing the service, the service is legal but only few in the region provide it, and the living standards of the location are standard; * Base Cost of 15 or more, when the characters are being fleeced, the service is considered illegal, only one person in vast region provides it, and the living standards of the location are very high;
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Spell Cost = (Spell Level x Spell Level) x Base Cost + (Consumed Materials x 2) + (Nonconsumed Materials x 0.1)
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# Part II ##### Lingering Damage
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##### Acid | Roll | Lingering Injury | |:-:|:-| | 1 | **Blindness.** Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight. | | 2 | **Partial Blindness.** Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you're blinded. | | 3 | **Destroyed Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. | | 4 | **Destroyed Foot or Leg.** Your speed on foot is halved, and you must use a crutch or cane to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the damaged appendage. | | 5-7 | **Major Neuralgia.** You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own. | | 8-10 | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes ten days to resolve on its own. | | 11-13 | **Horrible Disfigurement.** You have acid burns to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scar. | | 14-16 | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. | | 17+ | **Minor Disfigurement.** You have acid burn scars, but they don’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scars. |
##### Bludgeoning or Force | Roll | Lingering Injury | |:-:|:-| | 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | | 2 | **Broken leg.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg , or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted. | | 3 | **Broken arm.** You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted. | | 4 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cure the injury, or if you spend ten days doing nothing but resting, it will heal naturally. | | 5-7 | **Broken Ribs.** This has the same effect as Internal Injury above, except that the save DC is 10. | | 8-10 | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks. | | 11-13 | **Minor Concussion.** You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. | | 14-16 | **Severe bruising.** You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 weeks. | | 17+ | **Broken Nose.** Your broken nose is painful but doesn't have any adverse effect. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied. |
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##### Cold | Roll | Lingering Injury | |:-:|:-| | 1 | **Ocular Damage.** One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the damaged cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded. | | 2 | **Systemic Damage from Frostbite.** You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage. | | 3 | **Gangrene of the Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the crushed appendage. | | 4 | **Gangrene of the Foot.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the crushed appendage. | | 5-7 | **Major Neuralgia.** You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own. | | 8-10 | **Frostbitten Foot**. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing cures the frostbite. Alternately, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks. | | 11-13 | **Frostbitten hand.** Randomly determine which hand has been frostbitten. In order to grasp or manipulate an object with that hand, you must succeed at a DC 15 Dexterity check. Magical healing cures the frostbite. Alternately, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks. | | 14-16 | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes ten days to resolve on its own. | | 17+ | **Anosmia.** You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. The condition heals if you receive any magical healing. |
##### Fire | Roll | Lingering Injury | |:-:|:-| | 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. | | 2 | **Fourth Degree Burns.** You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. If you already have fourth degree burns, you must succeed at a DC 15 Constitution saving throw or die. | | 3 | **Third Degree Burns.** You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns. | | 4 | **Second Degree Burns.** You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns. | | 5-7 | **Major Neuralgia**. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own. | | 8-10 | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10, and it will resolve on its own in ten days. | | 11-13 | **Horrible Disfigurement.** You have burn scars to the extent that can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the burn scars. | | 14-16 | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. | | 17+ | **First Degree Burns.** You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns. |
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##### Lightning | Roll | Lingering Injury | |:-:|:-| | 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | | 2 | **Explosive Grounding of the Hand.** You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. | | 3 | **Explosive Grounding of the Foot.** You lose a foot. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. | | 4 | **Kidney Failure.** When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved. | | 5-7 | **Arc Flash.** Roll on the fire table. | | 8-10 | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. | | 11-13 | **Skeletal Muscle Breakdown.** You have disadvantage on Strength checks and Strength saving throws. Magic such as the regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks. | | 14-16 | **Muscle Spasms.** You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Alternatively, they will resolve on their own in 2 weeks. | | 17+ | **Flash Burns.** You have superficial burns. You turn red as a lobster, but otherwise suffer no mechanical effects. Magical healing cures your flash burns. Alternatively, they will heal on their own in 2 weeks. |
##### Necrotic | Roll | Lingering Injury | |:-:|:-| | 1 | **Spiritual Injury.** You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that uses divine magic. | | 2 | **Withered Hand.** You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. | | 3 | **Withered Foot.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. | | 4 | **Major Organ Necrosis.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the Major Organ Necrosis. | | 5-7 | **Minor Organ Necrosis.** This has the same effect as Major Organ Necrosis above, except that the save DC is 10. | | 8-10 | **Necrotic Stench.** You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the smell. | | 11-13 | **Necrotizing Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. | | 14-16 | **Inflammation.** Your muscles are irritated and inflamed. You have disadvantage on strength checks. Magical healing resolves the inflammation. Alternately, it will resolve on its own in two weeks. | | 17+ | **Necrotic Discoloration.** You get white and gray spots on your cheeks. The spots don't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the spots. |
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##### Piercing | Roll | Lingering Injury | |:-:|:-| | 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. | | 2 | **Throat Injury.** You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage on constitution checks. Magic such as the regenerate spell can heal your throat injury. | | 3 | **Groin Injury.** Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. Magic such as the regenerate spell can heal the groin injury. | | 4 | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. | | 5-7 | **Organ Damage.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magic such as the regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved. | | 8-10 | **Pierced Stomach.** When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal and regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own. | | 11-13 | **Horrible Scar.** You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. | | 14-16 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive any magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. | | 17+ | **Minor Scar.** The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
##### Poison | Roll | Lingering Injury | |:-:|:-| | 1 | **Systemic Damage.** You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage. | | 2 | **Major Liver Damage.** When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage. Magic such as the regenerate spell can cure your liver failure. | | 3 | **Minor Liver Damage.** When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage. Magic such as the regenerate spell can cure your liver failure. | | 4 | **Major Kidney Failure.** When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved. | | 5-7 | **Minor Kidney Failure.** This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only six Wisdom (Medicine) check successes are needed to resolve the Kidney Failure. | | 8-10 | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. | | 11-13 | **Vertigo.** You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks. | | 14-16 | **Nausea.** You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it will resolve on its own in 4 weeks. | | 17+ | **Minor nausea.** You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week. |
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##### Psychic | Roll | Lingering Injury | |:-:|:-| | 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | | 2 | **Indefinite Madness.** Roll on the Indefinite Madness table in the Dungeon Masters Guide. | | 3 | **Severe headaches.** You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches. | | 4 | **Phobia.** You develop a debilitating fear of something in the situation from which you gained your injury. For example, if you were damaged by a mind flayer, you might have a fear of octopuses. The DM will decide. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the regenerate spell can cure your phobia. | | 5-7 | **Long-term Madness.** Roll on the Long-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long. | | 8-10 | **Weak Persona.** You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic such as the regenerate spell can heal your weak persona. Alternately, it will heal on its own in four weeks. | | 11-13 | **Minor headaches.** You have disadvantage on Wisdom checks. Magical healing cures your minor headaches. Alternately, they will resolve on their own in two weeks. | | 14-16 | **Inappropriate Volume.** You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Magical healing cures your inappropriate volume. | | 17+ | **Short-term Madness.** Roll on the Short-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long. |
##### Radiant | Roll | Lingering Injury | |:-:|:-| | 1 | **Blindness.** Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight. | | 2 | **Partial Blindness.** Your retinas are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have already suffered partial blindness, you're blinded. | | 3 | **Third Degree Burns.** You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns as per the Fire chart. | | 4 | **Second Degree Burns.** You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns. | | 5-7 | **Large Skin Tumors.** You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table. | | 8-10 | **Small Skin Tumors.** You develop several small, painless skin tumor. You have disadvantage on Charisma checks. Magic such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year, you develop Large Skin Tumors. | | 11-13 | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. | | 14-16 | **First Degree Burns**. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns. | | 17+ | **Minor nausea.** You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week. |
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##### Slashing | Roll | Lingering Injury | |:-:|:-| | 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. | | 2 | **Lose an Arm or a Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. | | 3 | **Lose a Foot or Leg.** Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. | | 4 | **Hamstrung.** Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magic such as the regenerate spell can cure your severed hamstring tendons. | | 5-7 | **Major Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, heals the internal injury; alternately, if you spend ten days doing nothing but resting, it heals on its own. | | 8-10 | **Minor Internal Injury.** This has the same effect as Major Internal Injury above, except that the save DC is 10. | | 11-13 | **Horrible Scar.** You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. | | 14-16 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. | | 17+ | **Minor Scar.** The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
##### Thunder | Roll | Lingering Injury | |:-:|:-| | 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | | 2 | **Deafness.** Your eardrums have been destroyed; you gain the deafened condition. Magic such as the regenerate spell can restore your hearing. | | 3 | **Partial Deafness.** Your eardrums have been damaged; you are hard of hearing. You have disadvantage on any ability check that requires hearing. Magic such as the regenerate spell can restore your hearing. | | 4 | **Severe Headaches.** You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches. | | 5-7 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own. | | 8-10 | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks. | | 11-13 | **Minor Concussion.** You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. | | 14-16 | **Minor headaches.** You have disadvantage on Wisdom checks. Magical healing of 6th level or higher, such as heal and regenerate, cures the headaches. Alternately, they will resolve on their own in two weeks. | | 17+ | **Severe bruising.** You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 week. |
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# Part III ##### Situational Rules
\pagebreakNum # Brawling Lets face it. One way or the other this scenario will come up. A tavern brawl where a half-orc barbarian and a dwarven fighter want to match up who is the strongest; or the chatty, but not so smart, warlock brags he could beat the monk in hand to hand combat. These brawls, especially between players, use a modified combat mechanics that pits different characters on equal terms. During a brawl, all damage is non-lethal by default until specified otherwise. Use of class abilities, magic and weapons other than improvised weapons is an act of aggression, and allows the opponent to switch to standard combat and lethal damage if he desires so. #### Brawl Rules During a brawl, each creature has Max Hit Points equal to 10 plus three times its Constitution modifier (minimum of 10), and AC of 13 plus its Dexterity modifier. Roll initiative as normal. The creature with the highest initiative starts on the attacking side and can make a movement and one of the Attack actions listed below. The creature with the lower initiative starts on the defending side, and can take up to one Reaction against the attacker. After the attacker finishes its turn, the two creatures reverse their attacking and defending sides. If any combatant rolls a critical, he can do up to two Actions or two Reactions during the current turn. After 6 rounds of brawl, all combatants must make a DC 13 Constitution saving throw. On a failed save, the creature gains 1 level of Exhaustion. The saving throw is repeated after each next 3 rounds of brawl but the DC increases by 1. #### Drunken Brawl Any creature that has consumed more mugs of ale or other strong alcohol than 1 plus its Constitution modifier (no less than 1), is considered drunk. Drunk brawlers suffer disadvantage to Attack and Reaction rolls, but deal double their Strength modifier as damage on a hit. Also, drunk brawlers deal lethal damage on the Attack die result of 19 or higher. #### Attacking side As the attacker, you can move up to your speed in any direction, and take one of the following actions: **Attack**: You make a unarmed or improvised weapon attack using the statistics provided in the weapon table. **Charge**: You run 15 foot straight to a target. The target must make a Strength saving throw against 13 plus your Strength modifier. On a failed save, the target is knocked prone. **Taunt**: You taunt the creature, provoking it to attack. The target must make an Intelligence saving throw against your Charisma (Intimidation) check. On a failed save, the target cannot willingly move away from you, and must spend its following turn attacking you with disadvantage. You have advantage on your next attack roll against the target. **Grapple**: You attempt to grapple the target. Use the Players Handbook rules for grappling.
#### Defending side As the defender, you can move up to half your speed in any direction, or prepare one of the following Reactions: **Dodge**: You make a Dexterity (Acrobatics) check against the Attack roll. If your roll is higher than the Attack roll, the attack automatically misses. If your roll exceeds the attack roll by 5 or more, you gain a secondary reaction to make an attack, as specified in the attacking side actions. **Block**: You attempt to block the attackers attack. You gain a temporary +2 to your AC for this round, provided you can see the attacker. If the attacker is within 5 feet of you, and the Attack roll is lower than half your AC, you gain a secondary reaction to attempt and disarm the attacker. **Disarm**: You can only use this action if the attacker is within 5 feet of you. You attempt to disarm the creature attacking you. Both you and the attacker make an opposed Strength saving throw. If yours exceeds the attackers roll, you disarm the attacker. If your roll exceeds the attackers roll by 5 or more, you gain a secondary reaction to pick up the weapon, provided you still have one hand free. ### Death While brawl damage is non-lethal by default, there are exceptions. Creatures unable to concentrate always deal lethal damage. Critical hits are never non-lethal damage and may lead to accidental kills. ##### Improvised weapons | Weapon | Damage | Properties | |:---:|:---:|:---| | Unarmed | 1 Bludgeoning | Increase damage by 1 for each size category above Small | | Brass Knuckles | 1d6 bludgeoning | Finesse, cannot be disarmed | | Broken Bottle | 1d4 Piercing | Finesse, Light | | Plate | 1d4 Bludgeoning | Thrown (20/40) | | 5 Foot pole | 1d6 Bludgeoning | Versatile(1d8), Reach 5 Ft. | | Chair | 1d10 Bludgeoning | Two Handed, Thrown (15/30) | | Halfling Bard's Lute | 1d8 Bludgeoning | ─ | | Torch | 1d6 Bludgeoning + 1d4 fire | Versatile, Thrown (20/40) | | The Halfling Bard | 1d10 Bludgeoning | Heavy, Thrown (10/20) | | The Keg | 2d12 Bludgeoning | Heavy, Single use | | Pocket Sand | ─ | Thrown (5/10) , blinds target for 1 round. | \pagebreakNum # Stealth Missions Stealth Missions are exploration encounters where the players are trying to navigate through an area without alerting its guards and drawing combat. A stealth mission starts with the players entering from a direction orthogonal to where enemies expect them to come in. ### Stealth Check When the group enters 30 feet range of one or several guarding creatures, every player must make a Stealth check. A Stealth check DC is equal to highest Passive Perception in the guarding targets. Bored or busy guards suffer -2 penalty to their Passive Perception. The group succeeds if more than half players succeed. If any guard has darkvision, the group succeeds only if two thirds of players succeed. If any guard has truesight, the Stealth checks are made at disadvantage and the group succeeds if all players succeed. - **Minor fail**: a fail of less than 5, that enemy hears a sound that could be misconstrued as innocuous, or sees a glimpse of movement from the PC with the lowest roll. - **Major fail**: a fail of 5 or more, or a fail that includes a natural 1, one of them spots the PC with the lowest roll. ### Guard Behavior When a guard spots a player, roll 2d4 plus the highest Wisdom modifier among all guards and consult the table. If guards are on low alert, roll 3d4 and drop highest. If guards are on a high alert, roll 3d4 and drop lowest.
### Sounds All attacks that aren't sneak attack are audible within 30 feet unless the attacker chooses to attack with disadvantage. Creatures who don't have a condition that reduce their speed to zero (such as Grappled, Restrained, or Stunned) make a sound on their turn:
- **Combat call.** 100 feet. Enemies make this sound when suprised and when coordinating attacks. - **Action call.** 300 feet. An unambiguous cry for help, requiring a creature to take an action. Sound requires an additional 20 feet to cross a door, 30 feet to cross a thin wall, and 100 to cross a thick wooden wall. Stone or brick walls block all but magically produced sounds. The question isn't whether or not the sound can be heard, but if if can be heard well enough to be recognized as suspicious. ### Other Actions - **Grappling.** Any guard who isn't aware of you gives you advantage to the first Grapple check for Silent Takedown, Gagging or Choke Hold actions. - **Distractions.** Player can attempt to distract enemies by throwing rocks, coins, etc. Treat as minor fail at chosen by player nearby location. - **Deception.** Guards with Reckless, Curious and Paranoid behavior have disadvantage on Deception checks with the purpose of distracting their attention. - **Threatening.** Guards with Distracted, Afraid and Paranoid behavior have disadvantage on Intimidation checks when you threaten their life to keep them silent.
##### Guard Behavior | Roll | Type | Minor fail | Major fail | |:----:|:-------------:|:--------------:|:--:| | <3 | Distracted| No reaction | One turn later, does a double take | Takes a suprise round | | 4 | Afraid | Makes a search check. On a success, he becomes "Paranoid" - either way he tries to run back to the group (he doesn't tell them, or they don't believe him) | Freezes and tries to figure out if you realized he saw you. If you allow him to, he will tell the others. | Stumbles backwards, attempts to run away | | 5 | Reckless | Investigates on his own | Engages immediately while alerting others | | 6 | Curious | Makes a search check. On a success he notifies other that he is going to take a closer look. | Cries out for backup and joins his group. | | 7-8 | Leader | All nearby enemies within line of sight of the PC act as if they
had minor fail | Sends out a global alarm if possible, making guards Alert. | | 9-10 | Paranoid | Cries out for backup and joins his group. | Is frightened, alerts nearby enemies. | | >11 | Crafty | Pretends to have seen them despite not being sure | Raises a silent alarm, or pretends not to notice anything but returns to the area with a group |
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Grit Is Adventure Of Its Own
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark. What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that. So go ahead, remove this chunk of copy and tell everyone who inspired you. Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762)
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the [GM Binder Search](https://www.gmbinder.com/search)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### **Changelog**
##### 05/26/2018 Added Magic Compications: Hiding Spell Casting and Cost of Magic Services (from Adventure League). Improved Lingering Damage.
##### 05/25/2018 Added Lingering Damage. Improved Inspiration Points use. Reorganized chapters.
##### 05/24/2018 Initial GMBinder release. Reworked Inspiration Points into party mechanic. Separated Combat and Stealth actions.