Tebor's House Rules
Character Creation Rules
Potent Potions
A PC can drink a potion or give it to another creature as an action. However all potions heal for their maximum dice value.
Familiars, Pets, and Mounts
A player chooses whether their creature enters combat. If so, the creature goes immediately before or after the PC's initiative roll, unless it is a mount acting independently. This is the player's choice and cannot be changed until the end of the encounter or if the rider dismounts. Remember that controlled mounts can only take the Dash, Disengage, and Dodge actions per PHB p198.
If a PC chooses not to have their tiny creature enter combat, it will remain hidden on its person. If the creature is small or larger it flees from combat instead. At the end of combat a fleeing creature will find its way back to its owner as long as they are alive, not taken captive, and on the same plane. If the PC does not meet all three conditions, the DM will decide what happened to the fleeing creature based on story conditions.
Actions these creatures can perform beyond what is on their stat block are at the DM's discretion.
Ability Checks
- You cannot Critical Pass or Critical Fail an Ability Check, though they may come with extra flavor.
- You cannot substitute your passive score for an Ability Check requested by the DM, or if your resulting roll was lower.
- Guidance, Bardic Inspiration, or similar features or spells cannot be used after the DM calls for a check, unless they are reactions.
- In order to help another PC perform an Ability Check, intent must be declared by one player and accepted by the other before the roll.
- In order to help with an Ability Check, the creature must be capable of performing the check themselves, and cannot have a negative modifier in the relevant skill.
- A creature that helped with a check cannot roll for the same check.
Pack Tactics and Sneak Attack
These extremely powerful abilities can only be used if the triggering ally also has the ability to attack regardless of all conditions except Incapacitated.
Furthermore, Pack Tactics only triggers if the triggering ally is bonded to the attacker through magical means (IE class feature or spell), the same creature subtype, or the attacker has spent extensive downtime training with them.
Using Spell Scrolls
A player who takes the Ritual Caster feat can also use scrolls of spells that appear on the list of each class they chose with that feat as if they had a level in that class.
Furthermore a PC can use a scroll even if the spell is not on their class' spell list or lacks the spellcasting feature. In either instance, the character makes an ability check using their Spellcasting Ability to determine whether the spell is successful, even if they are able to cast at the spell's level or higher (for non-casters the modifier is 0). The DC equals 10 + the spell’s level. On a success, the spell is casted and the player must also makes a DC 10 Intelligence saving throw. On a fail the spell is still casted, but the DM rolls on the Magic Mishap Table.
Lasting Injuries
If any creature loses more than half their maximum hit points at once, they take 1 level of Exhaustion. Additionally, when a PC is reduced to 0 hit points and doesn't regain hit points or isn't stabilized before rolling its first death save, the DC for its death saves increases by 1. These cumulative penalties lasts until the PC takes a short or long rest.
If a PC fails two death saves, the player must instead roll on the Major Injury Table after their character is stabilized or regains hit points. The injury fades after 1d6+1 days. A PC can spend 10 minutes to treat the injury with 1 use of a Medicine Kit and a DC 15 Wisdom (Medicine) check. On a success, recovery time is reduced by 1d4 days and cannot be reduced again in this way for 24 hours. A major injury can be cured immediately with Greater Restoration, or magical healing of 6th level or higher such as Heal, upcast Cure Wounds, or 30 points of Lay on Hands. Regenerate immediately cures all major injuries a PC has sustained.
Character Death
If a creature dies, before it can be magically revived the caster must make a check using their spell casting modifier against a DC = 10 + Number of Previous Resurrections.
If successful, the player must then roll on the Major Injury Table upon being revived. This injury will fade after 3d4+2 days, but can be cured in the same ways as a lasting injury.
When a creature takes enough damage to cause instant death, the player must also roll on the Lingering Injuries table. This injury is permanent unless the character is revived by Reincarnation, True Resurrection, or Wish.
A player can also choose to roll on the Lingering Injuries table if their character dies by any means other than instant death. If they choose do so, they gain a new flaw with the same name instead of suffering the effect described for that result. It’s up to the player to express the lingering injury during play, just like any other flaw, with the potential to gain Inspiration when the injury affects the character in a meaningful way.
Crafting Rules
A character can craft an item at half the cost of its price in materials, if they have a tool proficiency that the DM deems suitable for crafting that item. You spend a number of days equal to full cost of the crafted item divided by 50 (minimum of 1). If your character has expertise in the relevant tool you instead divide the base cost of the item by 100 (minimum 1).
Magical item crafting can be made according to the XGE crafting rules for magical items, and requires comprehensive knowledge of the item or acquiring knowledge on how its made. The DM chooses the monster from which the key component for the item can be obtained.
Potions and poisons not derived from creatures follow a special set of rules as they are brewed in batches. The cost of the reagents needed, workdays needed to craft, as well as the amount of vials, flasks, bottles, or doses that are produced can be found on the Potion Crafting Table. If the character has expertise in the relevant tool they roll the result at advantage. The recipes for these items can be found in the world or determined with a relevant tools check and at least three hours of downtime to determine its composition, after which the item is destroyed. The Recipe DC can be found on the Potion Crafting Table. A failed attempt lowers the DC by 1 for that item, but no more than twice. Two or more proficient characters working in tandem, or three castings of Enhance Ability can grant advantage on the check, but no other spells or features can be applied due to the time and intense concentration required. Reagents can be purchased, scavenged, grown, or hunted at the DM's discretion.
Legendary and Artifact items cannot be crafted with these rules.
Character Inventory
A PC has a carrying capacity which is high enough that most don't have to worry about it. However the PC must also possess a reasonable means to carry its gear on their person, including currency. Every PC is assumed to have a chest at their home, inn, ect... where they store any items they do not wish to carry while adventuring. The PC can purchase pack animals, carts, and other means to allow them bring more items with them on adventures.
A PC can only carry 1 backpack on its person regardless of its carry weight. They can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Any equipment deemed too large to fit in or attached to the pack must be carried by other means or be left behind in the PC chest.
A character can strap small items, such as vials and flasks, or scabbarded weapons to bandoliers and swordbelts. Any items on a bandolier or swordbelt are in plane view and can be discovered without an Investigation check.
Striking with Style
When you choose the unarmed fighting style, your fists, feat, or head count as simple weapons for your features only. IE You're Fighter/Paladin's Battle Maneuvers & Divine Smites, but not your friendly cleric's Holy Weapon spell.
Burning Soul
If a PC is reduced to 0 hit points, the player can choose to immediately fail all 3 death saves and the PC will remain standing instead of falling unconscious. Doing so also grants the PC the following benefits:
- Temporary hit points equal to half its total hit points.
- Resistance to all damage.
- Cannot be Charmed or Frightened.
- Advantage on all attacks, checks, and saves.
- All attack rolls score a critical hit on a 18--20.
- All creatures have disadvantage against its ability or spell DC.
- 1 Legendary action to Attack (one weapon attack only), Cast a Spell (cantrip only), Dash, or Use an Object.
While in this state the PC cannot be healed in any way, dies when their temporary hit points are reduced to 0 or at the end of their next turn, and can only be resurrected with the Wish spell.
Warlock Spell Slots
"Pact Slots" cannot be used for another class' features such as Paladin's Divine Smite or Sorcerer's Flexible Casting. However they can be used to cast a spell from any class list.
Summoning Spells and Items
When a PC casts a spell to summon a creature, unless otherwise specified in the spell or items text, the player does not choose the specific creature summoned. However the player can request an appropriate creature and then make straight d20 roll (DC 17). On a success, the DM will grant their request. Otherwise the DM chooses a creature that is appropriate for the campaign and works narratively with the scene. A PC can take in-game steps to secure a specific summon such as befriending the creature, learning the summon's true name, ect.
The DC is lowered by 1 for every level the spell is upcasted (the effect must change). Inspiration is the only other game mechanic that can effect this roll.
Additionally, if 4 or more creatures are summoned in combat, instead of rolling their attacks individually, the DM will determine if they hit using the Mob Attack rules (DMG p250) to keep combat moving briskly.
Goodberries are Filling
These amazing magical rations fill a creature for an entire day. Expect increasingly severe gastric repercussions when more than one is ingested between long rests.
Wild Magic Table
After you roll a d20, roll a d8 please... Just to be safe... No, really.
Select Variants
Touch it... I Dare You (DMG p163)
Magic items are, after all, supposed to be unique items of power in 5th edition. Therefore a PC will need to cast the Identify spell, or embark on some serious empirical research, to learn all there is to learn about a magic item. Some items may give up their secrets easily, others may not.
The Imagination Rule (PHB p175)
The DM can suggest using a different ability score when making a proficiency check. For example, swimming is normally a Strength (Athletics) check, but if you’re trying to swim a very long distance the DM might decide that success is more dependent on your endurance than brute force. He might therefore call for a Constitution (Athletics) check instead. It’s a rule to be used sparingly, and players are encouraged to suggest creative uses of their abilities in particular circumstances upon which the DM will allow or set a DC. The more narratively relevant or interesting the more likely it is to be allowed.
Planar Effects (DMG p50-66)
Feywild Magic, Shadowfell Despair, Psychic Dissonance, Blessed Beneficence, Pervasive Goodwill, Overwhelming Joy, Hunter’s Paradise, Beast Transformation, Immortal Wrath, Power of the Mind, Mad Winds, Abyssal Corruption, Prison Plane, Vile Transformation, Cruel Hindrance, Pervasive Evil, Blood Lust, Law of Averages, Imposing Order, and Planar Vitality. Are all in effect if the players happen to go on an extraplanar jaunt.
Try it on me (PHB p145)
Armor and clothing that fits one character won’t necessarily fit another. What this means in practice is that if you kill a 7’5 bugbear and steal his full plate armor, a dwarven paladin is going to need to employ a smith or someone with smith tool's and proficiency to do some considerable work resizing it. This rule does not apply to magical items that require attunement.
Inspiration (PHB p125; DMG p240)
The DM may award a character Inspiration for playing the game well. This means Playing your Character, not your Sheet: Giving up mechanical benefits to fit your character’s story, being heroic, striving to drive the action onwards, doing something unexpected that leads to some fun encounters and roleplaying for everyone… basically, enriching the session! Inspiration will be granted as a category of die from 1d6 to 1d12 that can be added to any roll of the player's choosing (including damage), but must declare they are doing so before the roll. A player can apply only 1 inspiration die per roll. A player can accrue no more than 3 inspiration dice at a time. If the player doesn't use the die after 3 sessions it expires.
Natural Healing (DMG p266)
A hard day of fighting takes its toll even over an 8+ hour rest. After regaining half your Hit Die during a long rest, you can choose to use your Hit Die to regain Hit Points at the end of the long rest.
Hitting Cover (DMG p272)
Cover is granted by any substantial object or creature between an attacker and its target. Half cover gives you a +2 bonus, and three-quarters cover a +5 bonus. A creature behind total cover cannot be targeted with an attack. This optional rule asks how did the attack miss.
Example:
- Gimli is fighting an orc in melee combat.
- Legolas is trying to shoot the same orc with his longbow
- Gimli and the orc are battling in such a way that Gimli is providing half-cover to the orc.
- The orc is usually AC 13, but thanks to Gimli, it is actually AC 15 against Legolas’ attack.
- Legolas' attack roll is 14 with his attack roll.
- He has missed the orc. But the roll would have been good enough to hit the orc had it not been for the cover, so the attack must have hit the cover instead.
- The DM now compares Legolas’ attack roll with Gimli’s AC.
- If the roll is good enough to hit Gimli then he gets an arrow in the back. If it’s not good enough then it still struck Gimli, but does no damage.
Fear and Horror (DMG p266)
In certain situations PCs may see things so vile, or be so overwhelmed by the futility of their predicament that the rules for Fear or Horror come into play. If circumstances call for it (perhaps the party's faced with overwhelming odds, or a foe they know they can’t beat) then the DM could call for a Wisdom saving throw. On a fail the PC gains the Frightened condition which can be broken with another Wisdom save at the start of the next turn. Horror calls for a Charisma saving throw. On a fail the player may have to roll on the Temporary Madness Table.
Tables
Major Injury Table
| d10 | Injury | Effect |
|---|---|---|
| 1 | Collapsed Lung | On your turn you can move or take an action, if you do both you take 1d6 damage. |
| 2 | Hemorrhage | You are unable use Hit Dice to regain hit points. |
| 3 | Fractured Arm | You lose all usage of one arm. |
| 4 | Retinal Damage | You cannot see clearly beyond 20ft and have disadvantage on checks that rely on sight. |
| 5 | Chronic Pain | You gain 1 level of exhaustion (regain at dawn). |
| 6 | Delirium | Roll on the Lingering Madness Table. |
| 7 | Tinnitus | You cannot hear clearly beyond 20ft and have disadvantage on checks that rely on hearing. |
| 8 | Torn Ligament | Your movement speed is reduced by 10 feet. |
| 9 | Migraine | You have disadvantage on Constitution saving throws to maintain your concentration. |
| 10 | Concussion | You are unable to use your reaction. |
Magic Mishap Table
| d6 | Result |
|---|---|
| 1 | A surge of magical energy deals the caster 1d6 force damage per level of the spell. |
| 2 | The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. |
| 3 | The spell affects a random location within the spell’s range. |
| 4 | The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. |
| 5 | The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster’s ears for 1d10 minutes. |
| 6 | The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away. |
Potion Crafting
| Rarity | Time | Reagents | Results | Recipe DC |
|---|---|---|---|---|
| Common | 1 day | 100 gp | 2d4-1 | -- |
| Uncommon | 1 workweek | 400 gp | 1d6+1 | 15 |
| Rare | 3 workweeks | 2000 gp | 1d4 | 17 |
| Very Rare | 4 workweeks | 7500 gp | 1d4+1 | 19 |
Temporary Madness Table
| d100 | Effect Lasts 1d10 Minutes |
|---|---|
| 01–20 | The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage. |
| 21–30 | The character becomes Incapacitated and spends the duration screaming, laughing, or weeping. |
| 31-40 | The character becomes Frightened and must use his or her action and movement each round to flee from the source of the fear. |
| 41–50 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 51–60 | The character must use his or her action each round to Attack the nearest creature. |
| 61–70 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
| 71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
| 76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81–90 | The character stares unblinking and is Stunned. |
| 91–100 | The character claws at their eyes or bashes their head taking 1d4 damage then falls Unconscious. |
Lingering Madness Table
| d100 | Effect |
|---|---|
| 01–20 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 21–30 | During the a long rest the character experiences violent hallucinations and screams at top of its longs each hour of the rest, taking 1 level of exhaustion at its completion. |
| 31–40 | The character regards an object or a creature they adore with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell. |
| 41–45 | The character becomes attached to a “lucky charm,” such as an object or a person, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. |
| 46–55 | The afflicted thinks its power became overwhelming, and hardly ever attacks out of fear of breaking the world. The character must speak in third person. |
| 56–75 | The character finds everything to be absolutely delicious and is compelled to at least sample a taste. |
| 76–85 | The character has an uncontrollable fear of water, including ice and bottled water. He may even let himself die of thirst. |
| 86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute. |
| 81–90 | The character will compulsively hum or sing “Twinkle-twinkle” especially in tense or stressful situations. If they begin to sing or play a different song it always shifts to this song. |
| 96–100* | The character completely loses their memory. He or she is still has access to all features and proficiencies as if by muscle memory or instinct. |