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## House Rules The following house rules are in effect across my games. This content may change regularly; a changelog is recorded at the end of the document with dates so that you can easily see when the rules change. If a rule is not on this page, we are not using it. This document is also accompanied by my [Nivenomicon](https://www.gmbinder.com/share/-Lylz1TyxRNCSgbjvQXF), which contains homebrew and variant content. ### Ability Scores - Use the [23/25/27](https://www.gmbinder.com/share/-LmjT90YiBkHJzNKzWTh) method for generating ability scores. - [Skill Points](https://www.gmbinder.com/share/-LEFSuc0n5Q8GSzz_ye_) are awarded for high Intelligence scores.. ### Classes - Artificer is not permitted, but I will consider alternatives. - Bards have access to the "Bladesinger" cantrips. - [Sorcerer](https://www.gmbinder.com/share/-LcSVrh7Cy4j7eUH7Z_-) has been replaced. - [Mystic](https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf) is allowed with caveats (talk to me). - Warlocks may use Intelligence or Charisma (chosen at character creation) as their Spellcasting ability score. - Monks regain their spent _ki_ with only a few minutes of meditation as part of a short rest, rather than 30 minutes. See "Short Rest", below. - The following new classes are available for play: [Swordmage](https://drive.google.com/file/d/1J1bshfjrYiGjn_d8D3gD3hy3wTeE2k7v/view). ### Combat - The following new combat actions are available from the DMG pgs 271-272: Climb onto a Bigger Creature, Disarm, Overrun, Shove Aside. - "Facing" (DMG pg. 252) is in use. Additionally, whenever another character moves, you may choose to use your reaction to change your facing as often as you want until the end of the current turn. - Drinking a potion is a bonus action. Administering a potion is an action. - At the beginning of your turn, you may choose to declare that your turn will take place at a lower initiative. You cannot declare an initiative lower than 1. Your entire turn (and all future turns) instead takes place on the newly declared initiative count. - A natural 1 does not guarantee a miss. A natural 20 does not guarantee a hit. - When you engage in Two-weapon Fighting, you do not expend your bonus action. You can still gain the benefits of Two-weapon Fighting only once per turn. - When you are reduced to 0 hit points, use the [Last Stand](https://www.gmbinder.com/share/-LyVcNsbEC0RfPpLS-Hr) rules. ### Experience and Levels - You must roll to determine hit points at each new level. I will also roll for your hit points, secretly. You may choose whether to take your roll or my roll, but you cannot know my roll until you have decided. \columnbreak ### Equipment and Treasure - Use variant encumbrance (PHB 176). - Armor you are wearing only weighs half as much as the listed value. - There is no limit to the number of items you may attune. - If you spend time during a short rest examining a magical item, you can make a Arcana check to try and gain a clue as to how the item works. The DC is based on the rarity of the item (10, 13, 16, and 20) ### Feats - Lucky is not allowed. - All characters may have one feat chosen from the following list: Actor, Athlete, Magic Initiate, Prodigy, Skilled, or the [Skill Feats](https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf). ### Short Rest A short rest is a period of downtime, at least 10 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. - When you take a short rest, you may expend a Hit Die to remove a level of exhaustion. - When you take a short rest, you may expend Hit Dice to regain expended spell levels (thus, spend 3 hit dice to regain a 3rd-level spell slot). ### Long Rest When you complete a long rest, you gain a number of spent hit dice up to 1 + your Proficiency modifier. You cannot have more hit dice than you have levels. You do not regain any hit points, per the Slow Natural Healing rules (DMG pg. 267); instead, you should spend hit dice before (or after) you complete your long rest to regain hit points. ### Travel and Rest Whenever you spend 8 or more hours traveling in a single day, a short rest takes 8 hours, instead of 10 minutes. To complete a long rest, you must spend at least 24 hours without traveling, at which point your short rests no longer take 8 hours. ### Spells and Spellcasting - When taking damage, a character must roll a separate concentration check for each spell they are concentrating on. - If you are concentrating on more than one spell, you have disadvantage on concentration checks. - A restrained character cannot complete the somatic component of spells. - You may expend a hit die to concentrate on a second spell. - A wizard can prepare spells from any spellbook currently in their possession. - Any spell with a casting time between 1 and 30 minutes can now be cast with a casting time of 1 minute. - *Identify*'s material component is consumed when the spell is cast.
House Rules by /u/damnedmage
\pagebreakNum ## Changelog - 2020-06-04: Added clarification on how to gain clues to the use of magic items without the *identify* spell. - 2020-06-04: *Identify* now has an expensive, consumed component. - 2020-05-11: Reduced the casting time for some spells. - 2020-05-11: Removed spell strengthening, as it has remained unused for a very long time. - 2020-05-11: Removed Aesl-specific house rule about Aura Sight. It is now in the Nivenomicon. - 2020-05-11: Removed the link to the Curated Homebrew. We'll use the Nivenomicon from now on for anything that spans multiple games. - 2020-05-11: Added a link to the Nivenomicon. - 2020-05-11: Added the Swordmage class. - 2020-03-15: Added some feats available to all characters at level 1, for free. - 2020-03-15: Rejected Lucky as an available feat. - 2020-03-15: Removed replacement for Fighter and Ranger. YARV and Vighter may still be allowed on a case-by-case basis, but are not explicitly required. - 2020-03-15: Added explicit rejection of Artificer, since it's published, now. - 2020-02-21: Added Slow Natural Healing to the Long Rest rules. - 2020-02-07: Two-Weapon Fighting no longer uses your bonus action. - 2020-01-14: Temporarily walked back spell changes and healing improvements from yesterday while further analysis is done. - 2020-01-13: Boosted the damage to _conjure barrage_. - 2020-01-13: Nerfbat applied to _fireball_ and _lightning bolt_ - 2020-01-13: Removed Grave Clerics removing exhaustion with Circle of Mortality. - 2020-01-13: Added hit-dice-based healing improvements. - 2020-01-13: Added "Last Stand" rules. - 2020-01-13: Removed the Exhaustion at 0 hit points. - 2020-01-13: Removed shield breaking. - 2020-01-12: Adjusted how many hit dice are recovered on a long rest. - 2019-12-22: Removed natural 1s and 20s being auto-miss/hit, because Chris didn't like it. - 2019-12-20: Clarified how a monk regains ki during a short rest. - 2019-12-04: Added armor weighs half while worn. - 2019-12-03: Added Concentration spell strengthening rules. This is a new playtest. - 2019-11-11: Removed scaling short rest duration and Hit Dice requirements. - 2019-11-04: Added "Travel and Rest" rules. - 2019-11-01: Removed Armor damage and repair rules. - 2019-11-01: Removed Sharpshooter nerf. - 2019-11-01: Added Inspiration note (not really a rule, but important for players to know). - 2019-11-01: Moved "Hit Dice" to their respective and relevant sections (Short Rests and Spells and Spellcasting) - 2019-10-08: Clarify that Skill Points are always in use, going forward. - 2019-10-08: Adjust how _mending_ affects armor repairs. - 2019-10-05: Add Aura Sight rules. - 2019-10-05: Remove Zombie Butler - 2019-10-05: Add a way for players to change when their turn happens during combat. ("delay turn" from previous editions) - 2019-10-05: Remove unnecessary note about combat not using a grid. - 2019-10-03: You regain all spent hit dice when you take a long rest. - 2019-10-03: Change how hit die and short rests interact, and the duration of short rests. - 2019-09-29: Typos. No functional rules changes. - 2019-09-10: Remove the "revived" condition - 2019-09-10: Create separate section for Armor Damage and Repair. - 2019-09-10: Add armor reduced to 10 is broken beyond repair. - 2019-09-10: Adjust price and wording on armor repair. - 2019-09-10: Remove "monsters do not give standard XP" rule, as this is no longer used. - 2019-08-21: Remove the restriction on Great Weapon Master, for now. - 2019-08-20: Simplify the wording of double concentration. - 2019-08-20: Add the 23/25/27 method for determining ability scores. - 2019-07-22: Add a conflict resolution for Grave Domain clerics and Exhaustion on Unconscious, and clarified when Exhaustion is gained due to unconsciousness. - 2019-07-22: Add NPC bleedout to Health and Dying. - 2019-05-04: Re-add the reaction to change facing rules, which were still being used but were no longer written down. - 2019-02-05: Add the Zombie Butler variant for conjuration/creation spells. - 2018-12-30: Add a clarification about Wizard spell preparation from spellbooks that aren't their own. - 2018-12-30: Add the Bladesinger cantrips to Bards. - 2018-12-30: Remove the Healer's Kit nerf. It will return when I've thought it through further. - 2018-12-30: Changed how the Mending cantrip affects repairing broken armor. - 2018-12-30: Add a replacement for the Fighter class. - 2018-12-30: Add a description of gridless combat. - 2018-12-30: Move all "Hit Dice" related rules into their own section. This is not a change to the rules, just their presentation. - 2018-12-30: Replace my "Facing" rules with the official one. (They were the same, just slightly different wording.) - 2018-12-30: Move from Discord to this document.
House Rules by /u/damnedmage