Please Read This Section
Introduction
Welcome to my game. This house rules document contains everything from character creation to various other house rulings and guidelines. Please read this page and continue on from there at your own leisure.
Expectations
What to expect out of this game, the DM, and you. Think of the following as Terms and Conditions, but ones you actually read. If you are unable to work with or compromise with the DM on any of the following, then you are not right for this game and DM.
Here are the rules of the table:
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Communicate. Any questions, issues, or concerns - even about the DM - should be communicated with the DM as soon as possible.
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Respect. Have respect for your fellow players, and respect the game. Try to not cancel last minute or "no-call-no-show." Give notice in advance.
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Participate. Try to be invested, and roleplay your character. Do not browse social media or otherwise be distracted during the game.
The Game
This game is going to be long, dark (in themes and in lighting), and difficult. Taking place in Etharis, a grim dark setting found in the Grim Hollow Campaign Guide, this is a world where the good guys don't always win, the heroes aren't always good, and people will step on each other to get what they want. Dark, dreary, occasionally horrific. As gritty and grimdark as this land is, there is a fair amount of hope, joy and fun to be had. Drinks, carnivals, mirth and merry help to distract from the otherwise bleak outlook of life here, and it can be easily found where restless citizens seek to make the world a little brighter.
Generally, things are pretty much as it seems. Creatures stalk the woods and countryside, preying on those unfortunate enough to find themselves wandering or alone. Politicians wage wars to remain in power, to gain land and to assert dominance. Darkness creeps in the heart of man and crime is rampant. However, there are darker forces at play. Older beings, lost souls, dark organizations and those so corrupt they can hardly be described as humanoid.
Prepare yourselves. Combat may be important, but survival and roleplay are going to dominate much of this campaign.
The DM
I, the Dungeon Master, will be spending considerable amounts of free time preparing each session, and the game as whole. It is understood that the players rarely do what is expected, so much of my work may go to "waste." Note that this does not mean I will railroad the players/characters in any way.
I am fairly liberal with ideas for your characters and their pursuits. I will do what I can to compromise and work with you.
I am also fairly rewarding for those who are creative and who succeed, if not a little generous. I balance around the players capabilities and not CR. Not every encounter is a deadly encounter. Some are to use up resources.
You
The following are hard expectations for you and your fellow players. However, the end goal of these rules and expectations is for everyone to have fun at the table.
Intrinsically, the rules of the table - Communicate, Respect, and Participate - are the primary expectations. If you are having an issue, communicate. If you can't keep to the game's schedule, drop out. If you are constantly distracted during the game, fix the issue or drop out.
There are a plethora of players. You are replaceable if you consistently make the game less fun by being agitated by other players, not showing up, or constantly asking what is going on.
Of course, there are exceptions. It is understood life can get in the way. Sometimes you have to miss a week. Sometimes life stresses you out so much it distracts you from what's going on in-game. Shit happens, and we can work with and around that. Don't make it a habit.
Lastly, we ask that you refrain from the following:
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Metagaming. Play what your character knows. Ask if they would know something. The DM goes to great lengths to make new monsters, traits, and items to discourage metagaming.
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Rules Lawyering. At least fervently. If the DM asks about a rule, let them know. Don't correct other players, and don't fight the DM on a ruling.
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Trolling. Or otherwise being childish. Don't fuck over the party cause it's funny to you. Don't give your character disruptive gimmicks. Examples include psychosis, bipolar disorder, split personalities, absolute pacifism, kleptomania, etc. Don't think you can fuck anything in sight. This game doesn't give you the freedom to release your inner asshole.
Character Creation
Basics
Character creation will occur during session 0, unless explicitly stated otherwise. You will be creating your character with the setting and the other party members in mind. Do not come to session 0 with a character concept ready that you are not willing to change.
Character Options
- Races
The DM will describe which races are legal in that game. PHB, SCAG, and the races in Volos is a good presumption. The Half-Dragon homebrew may be added, depending on the setting. Additionally, expect Dragonborn to be revised. - Classes
All PHB classes are allowed, unless specificed. Homebrew may be allowed, but it must be brought to the DM first. The DM reserves the right to make any final judgement on a subclass's balance and playability in their game. - Ability Scores
We will be rolling for ability scores, rerolling if the total score is 64 or below. If the total score is 70 or below, you may roll 1d6 and add it to your lowest roll, or you can work with the DM to give your character some sort of benefit fitting your character. - Backgrounds
We will be using the Advanced Backgrounds in the Grim Hollow setting book. - Alignment.
No Alignment. Morality is subjective and complex. Don’t even fill in the box. - Starting Level
Starting level is determined at session 0. - Hit Points
You may roll for your hit points or take the average every level after the first level. If you roll, you must do so after explicitly notifying the DM, rerolling a 1. - Feats
Upon creating your character, you may choose to lower an ability score by 2 to gain a feat. PHB, Grim Hollw and XGE feats only, although there are changes in the Feats section. - Multiclassing
Multiclassing is allowed. However, it must happen naturally through roleplaying or at character creation. If you intend to multiclass, notify the DM in advance. - Spells
PHB, SCAG, and XGE spells only. Homebrew spells are subject to review before being allowed. - Leveling
Milestone leveling based on roleplay, story, lore, combat, and more. Expect leveling up to take a significant amount of time, these games are going to be slow.
Character Guidelines
Your character's personality needs to be their own. Be they a hero, villain, broken individual, or a seeker, your character will be adventuring and exploring a life much unlike what they've known before.
When creating their personality and backstory, please follow these guidelines:
- Their Own Person
Your character should be someone you're willing to walk in the shoes of and experience their life as they would; making choices they would make. Thus, they need meaningful traits that would help them make the decisions they would make. - Motivated
Your character should be willing to participate. They need goals. Long term and short term ideals and ambitions they are actually working towards. Do not make a character who is just adventuring for no reason. Where does your character want to be in 20 years? What goal would they throw their life away for? - Communicative
Your character should be willing to take part in discussion, imparting their own opinions and ideas. You don't always have to pitching ideas, but try to participate in discussions. - Cooperative
Your character must be willing to work with the party. Clashes in ideals is okay, as is the roleplay that comes with it - to an extent. However, do not create a loner or free spirit who would rather be doing their own thing.
Knives
Inspired by the original Knife Theory by u/jimbaby1, and u/iveld's Remastered Knife Theory.
When writing a character's backstory, it's important to include a certain number of "knives". Knives are essentially anything that the DM can use to raise the stakes of a situation for your character. Anything that can make a conflict personal, like a threatened loved one or the appearance of a sudden enemy. They're called "knives" because the players lovingly forge them and present them to the DM so that the DM can use them to stab the player over and over again until they're having fun.
Here are some examples:
- A named character your character cares about, living or dead (e.g. relative, childhood friend, mentor, or pet)
- A phobia or trauma your character has or currently experienced
- A mystery in your character's life (e.g. unknown parents, unexplained powers)
- An enemy or rival your character has
- Any ongoing obligation or loyalty your character has
- An obligation your character has failed
- A crime - serious or cumulative minor ones - your character has committed
- A crime your character has been accused of, falsely or otherwise
- A favored item or heirloom your character cherishes
- A secret your character keeps (e.g. false name, false knive)
- A debt your character owes, be it money or a favor
- A mistake that haunts your character
- Any superstitions your character believes (refrain from bigotry and racism)
- Any fears, be it irrational or from a past experience, your character deals with
- A story that has stuck with your character and fuels their actions
- A grandiose goal your character runs towards
- A hobby or profession your character engages in
Your backstory should include at least 3-5 knives. They should be varied; not every one of your knives should be family members, nor should they all be crimes you've committed. The DM is more than willing to read 10+ page backstories.
Homebrew
Not all homebrew is created balanced, and because of this the DM holds the right to add and remove any homebrew content at any time. Although, removal of homebrew content is unlikely whereas changes to specific features is far more likely. The DM has played long enough to know how to balance the game around the party instead of letting the game balance itself.
For each class, a curated list of homebrew subclasses has been listed with a brief description of what it offers without having to click a link.
If you wish to play with a specific homebrew class or subclass, please ask the DM beforehand. Don't be surprised if it is declined.
Unearthed Arcana content is considered homebrew content by Wizards of the Coast. It isn't balanced and should not be considered official D&D content.
Races
Each setting and world widely varies and differs. This includes races. The DM will tell you beforehand what races are allowed or not for each setting, and more likely than not the lore and mechanics for each race may change to fit the setting.
The PHB, SCAG, and Volo'sis a good presumption to have. Do not be surprised when they are different from Forgotten Realms races.
When you gain a spell through your race, you can cast the spell again using an appropriate spell slot of the spell's level or higher. In addition, spells gained through your race do not require material components.
Dragonborn are underpowered an uninteresting, so they are changed in the following ways:
- Breath Weapon
You may use your breath weapon a number of times equal to your Con modifier per long rest. - Dragon Hide
You naturally have the Dragon Hide feat from XGE, except for the ability score increase. In addition, you gain a bite attack that deals 1d4 + strength mod in piercing damage.
Barbarian
Barbarians are those who can enter a primal rage granting them power beyond pain. You don't have to be from a primitive tribe to be a barbarian.
Homebrew
- Path of the Crystal Soul
Become one with crystals by melding them into your flesh. - Path of the Gladiator
Cheers from the crowd or your allies gives you enough energy to put on quite the show. - Path of the Grave
Returning from the dead, you embrace your undeath in a rage beyond... death. - Path of the Mist-Scarred
Trailing with a radiant mist, your wounds heal during your rage. - Path of the Skin-Beast
The beast inside, be it lycanthropy or some other corruption, emerges in times of danger and rage.
Class Changes
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Reckless Attack
Reckless Attack can be used with ranged attacks that use Strength, such as Javelins.
Additionally, Reckless Attack can be used any time you make an attack, instead of the first attack of the turn. -
Survival Instincts
At 2nd level, you become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Bard
Bards are entertainers who imbue their stories, songs, paintings, and performances with the magic of creation, the first spark of magic that brought the world into being. They may use this for any variety of reasons; they may wish to entertain and dazzle the masses, to bring joy and wonder and the breath of life that the magic of creation brings, or they may want to use this magic and power to distract, to deceive, or even just to survive and get by in the world. Bards are more than just musicians or performers, and certainly more than just horny, so explore the possibilities, they're nigh endless.
Homebrew
- College of Eloquence
Wordsmithing that can shame the best of party faces. - College of Madness
When you go mad, everyone goes mad. - College of Mortality
The songs of life and health, turned to death and decay.
Class Changes
- Spellcasting Focus
Bards can use any tool of performance that is not a weapon as a spellcasting focus, rather than a musical instrument. You gain proficiency with that object instead. You may choose one weapon here instead.
Cleric
Clerics are priestly champions of deities, demi-gods, and fallen gods. You wield divine power in service to your higher power. Not all of the faith are clerics, for you are chosen by your god for a purpose you may not know.
Homebrew
- Creation Domain
Serving the great creators of the world and all within makes for a easy replacement of Forge DomainXGTE p.18. - Pestilence Domain
Spreading the contagious love of your deity is a job that must be done for the greater good. - Story Domain
Sharing the epics of those before and yet to come. Closely tied with Knowledge deities. - Trickery Domain, Redux
An optional redux on the Trickery DomainPHB p.63 subclass that revolves serving a trickster deity. - Winter Domain
Sheltering those in need, you are the light guiding those lost in the storm; a storm you could replicate. - Wish Domain
You take it upon yourself to grant the wishes and hopes of others around you, as your god would.
Class Changes
None yet.
Subclass Changes
- Tempest Domain
The 9th level cleric domain spells (Destructive Wave, Insect Plague) are replaced by Control WindsXGTE p.152 and MaelstromXGTE p.160. - Trickery Domain
The Blessing of the Trickster feature can be used on yourself a number of times up to your Wisdom modifier per long rest. The blessing doesn't affect you for an hour, but instead lasts for that roll.
Druid
Druids are champions of nature who commune with the elemental spirits and animals alike, channeling their power and sometimes taking their form. As a druid, you are bound to the circle you belong to, and if it were to perish so too would you.
Homebrew
- Circle of Ashes
Following the cycle of rebirth of the phoenix, the ashes from your flames give birth to nature. - Circle of Flames
Connected to the spirits of flame, you are able to infuse living flame into your wildshapes. - Circle of Primals
Ancient ties have awakened primal ties to your forebears allowing you to wildshape into a dinosaur. - Circle of the Hybrids
Experimental hybridization between oneself and nature, you wildshape into something aberrant. - Circle of the Sun
Drinking from the nectar of the sun, you can create radial blooms of flowers to help you. - Circle of Winter
Wreathed in cleansing snow, you direct its ire to slow and disable threats.
Class Changes
- Metal Armor
You are able to use any shield or armor no matter its composition. If you are proficient in it, you gain the benefits from wearing it. Just flavor it. - Wild Companion
You gain the ability to summon a spirit that assumes an animal form.
As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. - Wildshape
You can wildshape into a CR 0 creature an amount of times equal to your Wisdom modifier (minimum one) per long rest. Wildshaping into these creatures does not expend a use of your normal wildshape, but otherwise follows all other rules of wildshape.
In addition, you can only wildshape in creatures you are quite familiar with. Druids know all the animals in the region they grew up in. Those animals can be found in Xanather's Guide to Everything on page 25.
Subclass Changes
None yet.
Fighter
Fighters are masters of martial combat, skilled with a variety of weapons and armor, and despite what others might say, this doesn't have to be all you are- you can be varied and flavorful. You could play an old self-taught master who seeks to pass on their knowledge to an apprentice; you could be a skilled monster hunter who utilizes a bit of magic to protect themself and others from the harmful effects of the beasts you hunt; you could be a daring young champion who seeks to prove themself worthy and capable of joining a famous fighter's guild. Be creative, fighters don't need to just be the person who hits things.
Homebrew
- Destroyer
You are a titan amongst champions leaving destruction in your wake with complete and utterly raw damage. - Juggernaut
You are a mountain amongst the sea, immovable and unbreakable in your pathway.
Class Changes
None yet.
Subclass Changes
- Eldritch Knight
- Spell List
You can choose any spell in the Wizard or Warlock spell list for your spells.
- Warlock Invocations
You may select a Warlock InvocationPHB p.110 / XGTE p.56 instead of choosing between an Ability Score Improvement (ASI) or a Feat. You must follow all prerequisites except that the Warlock level is instead your Fighter level. Once selected, the invocation can't be changed or removed. Changes to Invocations are listed in the Warlock section.
- Weapon Bond
The ritual to bond to a weapon also attunes to the weapon if able.
Monk
Monks are practitioners of martial arts, harnessing the spiritual power of Ki in the pursuit of physical and spiritual perfection. They could be taught by a other monks, either nomadic or temple dwelling, or self-taught through years of practice and discipline.
Homebrew
- Way of One Hundred Blows
From start to finish, your flurry deftly becomes twenty strikes before becoming a devastating hundred blows. - Way of the Elements, Redux
An optional redux on the Way of the Four ElementsPHB p.80 subclass that revolves around manipulating the four elements.
Class Changes
- Deflect Missiles
You can now deflect or catch any airborne object within 5 feet of yourself with Deflect Missiles. As apart of this reaction, you can move 5 feet in any direction - including upwards via jumping. - Stillness of Mind
The Stillness of Mind feature can additionally end confusion, as if from the confusion spell, instead of making a saving throw at the end of their turn. You can use this action instead of following the confusion effect.
Subclass Changes
None yet.
Paladin
The sacred Oaths that give paladins their power are greater than themselves. Powerful heroes and paragons of ideals create them through their actions and their words, and thus create a strand of divine power that others can bind themselves to. They become the progenitor of that sacred oath, and all who come after them are swearing the same oath (or a variation of it), and draw from the same Oath's divine power. All those who are bound to an Oath thus exist as a loose collective, and the actions of one carrier of the oath can reflect on the others.
When they are created, Oaths are sworn to an ideal or deity, on a relic or location, and by an individual or a group. This creates the three keystones of the Oath's power. Attacking any of the three components can weaken the cohesion of the oath, even debuffing the abilities of the paladins bound to it. If members of an oath break it, undoing their connection to the Sacred Oath, it also threatens this cohesion, and other members of their former oath will likely seek retribution for the oathbreaker's callous actions.
For Player Characters, this means that your Sacred Oath is not a representation of some personal divine connection, but instead a connection to an existing thread of divine power in the world. The Oaths of Devotion, Vengeance, and Ancients aren't just the names of subclasses, they're real things in the world that other people swear to. Perhaps you consciously joined an oath-bound organization, like an order of knights, or you did so alone, or maybe you even found yourself swearing an oath you didn't realize would bind you to a sacred cause.
Homebrew
- Oath of Heroism
Commitment to becoming better for the betterment of others, you become peerless in your deeds and heroics. - Oath of Shadows
Chained to the darkness, you work best within it becoming one with shadow. - Oath of the Damned
Brought back from death, you owe your life to another, even if it is an empty life. - Oath of Zeal
Devotion to your faith and rooting out heretics, you become an agent of faith as an inquisitor and witch hunter.
Class Changes
- Fighting Style
Paladins can choose from any Fighting StylePHB p.72.
Subclass Changes
None yet.
Ranger
Rangers don't have to just be the hermits at the fringes of society; they could be hunters who swore to protect their town from the beasts hidden deep in the woods; they could be explorers and settlers, taming the land for civilization's expansion; they could be extensions of the law, working with local governments to hunt down man and beast alike to protect the roadways.
Homebrew
- Fey Warden
Allying with bestial spirits, you both strike with a ferocity that replaces BeastmasterPHB p.93. - Skywarden
Aligning yourself with the winds, you are able to utilize such heavy winds to your advantage. - Swarmkeeper
Utilizing a hivemind, you become a keeper to a swarm of insects that devour your foes.
Class Changes
- Variant Ranger
The Ranger is, for all intents and purposes, lackluster. The Variant Class Features UA replaces the normal features for the ranger.
Subclass Changes
- Beast Master
The Beast MasterPHB p.93 subclass is replaced by the Fey Warden homebrew.
Rogue
Rogues are the ones who utilize stealth, intellect, and sometimes magics to survive in this harsh, cruel world. However, this doesn't need to encompass all rogues. There are those who pick up thieves' tools and a rapier to seek forgotten knowledge in the depths of ruins, there are those who use their intelligence and own experience to solve crimes, there are those who work to stop dictators and warlords. As always, be flavorful, not bland.
Homebrew
- Brigand
Every band of unsavory folk has the big tough guy, and you're bigger. - The Revived
Everyone dies, but this isn't your first time and it won't be your last.
Class Changes
- Sneak Attack
Your sneak attack damage can be used with any melee weapon you are proficient with instead of requiring the Finesse property. - Weapon Proficiencies
Rogues now have proficiency with Scimitars, Tridents, War Picks, Whips, and Blow Guns.
Subclass Changes
- Arcane Trickster
- Mage Hand
You may cast mage hand without verbal components.
- Spell List
You can choose any spell in the Bard or Wizard spell list for your spells.
Sorcerer
Sorcerers are spellcasters who draw upon inherent magic from a gift or bloodline. Being a sorcerer is hard, and becoming one is even more difficult. Sorcerers are hunted down for the magical power within their blood, to be used for spells, curses, or attaining the power for themselves.
To become a sorcerer would require the hunting and killing of a living sorcerer, or the invoking of deadly rituals to activate a sleeping magic that may or may not be in your blood. Although, sometimes during great times of stress and peril, a spark of magic from within can ignite and grant someone who did not know of their latent power with a newfound dangerous life.
Homebrew
- Acheron Ancestry
War and endless battle surges through your veins, transforming you into a brutal warrior. - Ghost Touched
You live a split life - here and on the ethereal plane - turning you into a living ghost. - Infernal Heritage
Hellfire and brimstone corrupt your core - claiming your soul, transforming you into a mortal devil. - Reckless Arcana
The line between your magic and your lifeforce is blurred, creating monstrous power within you for the price of your soul and perhaps your life. - Stygian Blooded
Bathed in the inky, toxic waters of Styx, you become a champion with powers of invulnerability. - Twin Soul
With you soul split in half, you can summon the other half as a guardian spirit in the form of whatever you will it to be.
Class Changes
- Arcane Focus
You may use your own body as an arcane focus for sorcerer spells that don't have a material cost. - Spell Points
The Sorcerer will use the Spell Points variant option in the DMG and add their Sorcerery points to the same pool of points. - Empowered Spell Metamagic
The empowered spell metamagic additionally works with any non-d20 roll for a spell, such as healing or the sleep spell. - Expanded Spells
When you level up, the DM will give the you additional known spells (1st - 5th) based on your Sorcerous Origin and character traits, without it counting against the maximum spells known.
Subclass Changes
None yet.
Spell Changes
Sorcerers gain the geas spell to their spell list.
Warlock
Warlocks are spellcasters who have entered a pact with an otherworldly being of immense power. What they want of you, and what you get in return remains to be unseen with your limited scope. Your patron's big picture is being painted and you may be the brush, or simply another soul to collect more souls. Breaking your pact is not only taboo, but unheard of. To do such a thing would be to forfeit your soul, but what happens if there is no one to claim it?
Homebrew
- The Astral
Your patron is a celestial being outside of this world looking in, not only on the various worlds scattered through the Astral Sea, but also at you. - The Friends
Your patron isn't that of another world, but your connection and bonds of friendship are with a patron that is every single friend you make. - The Great Old One, Redux
An optional redux on The Great Old OnePHB p.110 subclass that revolves your patron from the eldritch far realms. If you choose to use the PHB version, you may still use the invocations in the homebrew. - The Many
Your patron is comprised out of all the unclaimed souls seeking retribution and peace. - The Sovereign Throne
Your patron is a sentient throne who seeks the next ruler, but will you be ruling a golden age or a dark age? - The Undying, Redux
An optional redux on The UndyingSCAG p.139 subclass that revolves around your patron of undeath. If you choose to use the SCAG version, you may still use the invocations in the homebrew.
Class Changes
- Invocations
You can select an additional invocation instead of an Ability Score Improvement (ASI) or a Feat when available.
Pact Boon Changes
- Blade Pact
You use Charisma to hit and deal damage with your pact weapon.
When you perform the bonding ritual, you also attune to the weapon if able. - Leveling Boons
Pact Boons level up with you and gain new features as per the DM's discretion. - Talismans
You can choose the pact boon Talismans in addition to the normal 3 pact boons.
Invocation Changes
- Cantrips
All invocations that affect eldritch blast also affect all other warlock cantrips. - Tome Invocations
With the tome pact boon, you may choose from these three homebrew Invocations.
Subclass Changes
None yet.
Eldritch Blastlock
If you create an Eldritch Blastlock, make it interesting. Flavor it as arrows coming out of your bow, or "lightning" that comes down from the heavens. I've grown tired of Blastlocks with nothing else to their kit.
Wizard
Wizards are spellcasters who have spent a considerable amount of time and brain-space learning the intricacies of the arcane. With more and more experimentation, you will be able to manipulate the structure of reality.
Homebrew
- Entropy
Unlike other necromancers who rely on undead, your necromantic powers destroy the lives you touch. - Forbidden Lore
When delving into the occult leads to bloody druidic and warlock spells with bodies as components. - Polymorphism
When passion of transmutation is taken t0o far in creating something monstrous.
Class Changes
- Spell Mastery
At 18th level, you gain the Spell Mastery feature. In addition to that feature, you gain the following:
All spells in your spellbook are considered prepared for you. - Signature Spell
The original 20th level feature Signature Spell is replaced with the following:
Choose two spells from any class that are of 5th level or lower. The chosen spells are added to your spellbook and count as wizard spells for you. You can change or add one thing about the spell with the DM's approval when you learn them. You can cast each of them once at their spell level without expending a spell slot. You can cast either the original spell or your altered spells this way. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, or normally after being expending, you must expend a spell slot as normal.
Subclass Changes
- Bladesinger
BladesingersSCAG p.142 are no longer restricted to only Elves and Half-Elves.
House Rules
Not everything will be pertinent information for you, but it very well might affect your gameplay. If you are able, give it a brief skim to possibly inspire you on what sort of characters you might be wanting to make.
Otherwise, the list is quite long, so please utilize the Ctrl+F function to search for anything and everything pertaining to your character.
Actions
Bonus Actions
You can take a bonus action in place of one of your actions, allowing you to use two bonus actions per turn for the cost of your action.
You may drink a potion or similar drink as a bonus action on your turn. Applying a potion to another creature still takes an action.
Combat Actions
You can take the following actions:
- Disarm.
You can forgo one of your attacks to knock a weapon or another item from a target's grasp. You make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the defender drops the item.
You have disadvantage on your attack roll if the target is holding the item with two or more hands. If either you or the target is a larger size than the other, the larger creature has advantage. - Feign.
As a bonus action, you attempt to fake out an opponent within 15 feet. You make an Intelligence (Deception) or Charisma (Deception) check opposed by your target's Wisdom (Insight) check. If you succeed, you gain advantage on your next attack against that creature this round. If you fail, you suffer disadvantage instead.
Once you have used the Feign bonus action against a creature, you can't use it against that creature for another hour. - Guard.
As an action, you can protect another creature from harm. When a creature of your choice within 5 feet of you is attacked before the start of your next turn, the attack roll is made with disadvantage. If the higher of the two rolls would hit your AC, the attack is made at you instead.
The chosen creature loses this benefit if you are incapacitated or if either you or them is moved farther than 5 feet away from one another. - Restrain.
As an action, you can try to restrain a grappled creature. To do so, make an additional grapple check. If you succeed, you and the grappled creature are both restrained until the grapple ends. While restrained this way, you can take the Use Object action to apply manacles or rope to the creature you are restraining.
You can forgo one of your attacks to Grapple, Push, or Trip a creature. You can make this special attack as an attack of opportunity.
Stealth Actions
- Catch.
As a reaction, you can attempt to catch a falling object within 5 feet of you. As part of this reaction you may move up to 5 feet in any direction (including upwards - "jumping") to catch the object. This requires you to make a Dexterity (Sleight of Hand) check against a DC. You can't catch thrown weapons attacks or missiles this way. - Choke Hold.
Once you successfully Grapple a creature, you can attempt to choke it out and cause it to go unconscious.
As an action on a following turn, you can use your action to Restrain (see Combat Actions) a grappled creature and cause it to start suffocating. A suffocating creature can survive a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn when it runs out of breathe, the suffocating creature becomes unconscious. If you continue choking the unconscious creature, it is instead dying. - Coup de Grace.
You can make an attack against an incapacitated creature outside of combat to kill them in one blow. Roll to hit, without advantage. If you hit the target, the creature is reduced to 0 hit points and is dying. If you miss, the creature instead takes the normal critical damage dealt by the spell or weapon. This rule may be waived for story/roleplay specific reasons, both for and against the players. - Drop.
As a reaction, you may drop an item you are holding, or something attached to you if it doesn't require doffing. - Gag.
Once you successfully Grapple a creature, you can attempt to gag it and prevent it from making sounds.
As a bonus action, you make an additional Grapple, using either a Strength (Athletics) or Dexterity (Athletics) check. If you succeed, the creature is gagged while the grapple persists. A gagged creature cannot cast spells with verbal components and its speech is muffled and can't be understood. Creatures have disadvantage on Wisdom (Perception) checks to hear a gagged creature. When a creature breaks free of a grapple, it can Use Object to remove its gag.
Skill Checks
You can make an ability skillPHB p.173-179 check as per the following:
- Athletics can use your Constitution modifier instead of your Strength modifier if you attempt to do an action for an extended period of time.
- Intimidation can use your Strength modifier instead of your Charisma modifier if you use your strength menacingly.
- Medicine can use your Intelligence modifier instead of your Wisdom modifier if you are trying to determine the illness, wound, or cause of death, or how to fix any of the previously listed.
- Persuasion checks are made against DC checks instead of contested against Insight checks.
- Religion can use your Wisdom modifier instead of your Intelligence modifier if you recall folklore or superstitions about the subject.
- Survival can use your Intelligence modifier instead of your Wisdom modifier when you harvest plants or animals, or harvest and apply poison.
Help Action
Under certain circumstances, the help action only grants advantage on another creature's skill check if you are proficient in the skill you are aiding in.
For example, if you know nothing about magic, you can't aid a wizard in recalling something about magical forces.
Equipment
Shields
Shields grant an additional +1 to Dexterity and Constitution saving throws against AOE spells and spell-like features, such as a dragon's Breath Weapon feature.
Weapon Flavor
You may reflavor weapons any way you like with DM's approval. Here are some examples:
- A dagger can become a punching knife, although it would potentially lose the thrown property.
- A club can become brass knuckles or a gauntlet.
- A glaive can become a scythe, which is really a sickle-bladed glaive.
- A handaxe can become a chakram, or a greataxe as a big two-handed property chakram.
- A longsword can become a katana or an odochi.
- A net can become a bolas.
- A whip can become a chain, although using bludgeoning damage instead of slashing damage.
- Any bladed weapon can become a dual bladed weapon, but you don't get extra damage.
Weapons
- Blowgun
Attacks with a blowgun does not break stealth. - Improvised Weapons
Improvised weapons count as weapons for purposes such as magic weapon. However, once you stop using it as a weapon it loses the weapon property and any effects that would consider it a weapon. - Spears
Spears gain the Finesse property. - We may be using the Advanced Weapons in the Grim Hollow book, depending on the setting.
Feats
PHB Feats
This list contains only the changed portions of each feat, and the changes will be highlighted in bold.
Dungeon Delver
- Prerequisite: Dexterity 13 or higher
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps.
Grappler
- Remove the 2nd bullet point.
- Your speed isn't reduced when you are dragging a creature you are grappling.
Great Weapon Master
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to
take a -5 penaltysubtract your proficiency bonus to the attack roll. If the attack hits, you add+10twice your proficiency bonus to the attack's damage.
Heavily Armored, Lightly Armored, & Moderately Armored Armor Ready
- Ignored all the bullet points worth of features. This is now one total feature.
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency with all armor and shields.
Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff, spear, or trident, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident, other creatures provoke an opportunity attack from you when they enter your reach.
Sentinel
- When you hit a large or smaller creature with an opportunity attack, their speed becomes 0 for the rest of the turn.
Sharpshooter
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to
take a -5 penaltysubtract your proficiency bonus to the attack roll. If the attack hits, you add+10twice your proficiency bonus to the attack's damage.
Skilled
- Increase your Intelligence by 1, to a maximum of 20.
- You gain proficiency in any combination of three skills or tools of your choice, or you gain expertise in a single skill or tool of your choice in which you are already proficient.
- You may select this feat multiple times.
Weapon Master
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency with
four weapons of your choiceall simple and martial weapons.
Grim Hollow Feats
Iron Gut
- Upon completing a long rest, you regain 1d4 -1 additional spent Hit Dice.
Nimble Physique
- As long as you are not wearing medium or heavy armor, you can take the dodge action as a bonus action. You may use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.
Witch Hunter
- Ignore all the bullet points except the last.
- You have advantage on the initial Wisdom, Charisma, and Intelligence saving throws of spell effects, so long as you can see the creature casting the spell.
- As an action, you can see magic within 10 feet of you as if you were under the effects of the detect magic spell. You may use this feature a number of times equal to your Wisdom modifier per long rest.
House Rules
Conditions
- Charmed
Charmed creatures are no longer alerted when they are charmed. Instead the target makes a DC 15 Charisma saving throw to determine if they realize they were charmed when the spell ends. When a creature saves on the initial spell that would charm them, they make this additional save to see if they understand they were being charmed.
A greater Restoration or remove curse will remove all charms and have the creatures alert to the charm condition.
Downtime
Downtime is a fickle thing in the improvisation of D&D. Most times the DM will prepare for downtime and ask the players regularly when and if they want some downtime in the near future, but there will be some times when you and the rest of the party will take some impromptu downtime the DM isn't prepared for. At that time, improv will rule and you may get more or less what you want.
For when the DM is prepared for some downtime, you will get notice beforehand and will try to schedule what you would like to do during your downtime before the "downtime" session.
Downtime will either take place at the beginning of a session, or last the entire session. The session will consist of the DM describing the events of each day and then opening the stage for the players to roleplay if they are not heavily engrossed in their own activities - such as spending 12 hours of a day building a structure, or writing a book, or enchanting an item.
Resting
Recovering Exhaustion.
During a short rest or long rest you can expend one Hit Die to recover one level of exhaustion, provided that you have also ingested some food and drink.
Cooking and Eating.
During a short or long rest, if you consume food and water, when rolling Hit Dice you can roll one Hit Die twice and choose the higher result.
During a long rest, a character can prepare and serve a meal that helps themselves and their allies recover from the rigors of adventuring, provided they have suitable food and cook's utensils. The meal serves up to six people, and each person who eats it regains one additional Hit Die at the end of the long rest.
Assisted Healing.
During a short rest, a character with a Healer's Kit can clean and bind the wounds of up to six willing creature. The character must make a DC 15 Wisdom (Medicine) check for each creature. On a success, when a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. Each medicine check on a creature consumes one use of the Healer's Kit, so if you fail you can spend another use of the Healer's Kit to try again.
Saving Throws
You can choose to fail a saving throw if you so wish.
Other
Here are some other house rules that you don't necessarily have to know, as they will come up in game and the DM will remind the party about the rule clarifications.
Critical Damage
When you land a critical hit, you double the amount of damage diced rolled instead of doubling the result of the original dice.
Additionally, we may be using the grievous wounds rule in the Grim Hollow guide. The DM may change the grievous wound rolled to befit the attack and type of damage dealt.
Fall Damage
There is no cap on fall damage (1d6 per 10 feet).
Initiative
Bestial companions, familiars, and summoned creatures all act of the same initiative order of the character who controls them.
Summoned creatures that don't follow a character's commands, such as summon lesser demons, continue to act on their own initiative, which starts on the initiative right after the summoner's initiative.
Allied creatures can act on the same initiative if they so choose, combining and-or interweaving actions. Opposing creatures have a Initiative Tie Breaker equal to their Dexterity saving throw modifier. If it is still tied, it is up to the DM's discretion.
Intelligence
You become proficient with an amount of languages, skills, or tools equal to your Intelligence modifier (minimum 0). You may only select Intelligence based skills (e.g. Arcana, Investigation, Religion) to become proficient in when you gain the proficiencies this way.
Invisibility
Invisible creatures have advantage on Dexterity (Stealth) checks and make the check upon going invisible.
If you would make an attack against an invisible creature you don't know the exact position of, the DM rolls the attack for you. This makes it so you don't know if you missed the creature's AC, or if you attacked the wrong space.
Opportunity Attacks
When you make an opportunity attack, you can forgo your attack to Grapple, Push, or Trip a creature.
Rituals
The following spells now have the Ritual tag and follow the Ritual Casting rules found on page 201-202 of the Player's Handbook.
Blood Sacrifice
Any spell with the ◈ symbol gains the Blood Sacrifice tag, which means the spell can only be cast a ritual by following the Blood Sacrifice rules.
When you ritually cast a spell with the Blood Sacrifice tag, the spell requires additional material components, a corpse of small size or bigger that has been dead no longer than 24 hours, for every spell level. The corpse can't be from a construct, elemental, or undead creature. These material components are not completely consumed, but are verily desecrated.
For example, animate dead is a 3rd-level spell and would require three fresh corpses to cast the spell as a ritual.
Additionally, any ritual with the Blood Sacrifice ◈ tag can substitute 25 gp worth of original material components with another corpse.
2nd Level
Arcane Lock (ritual)
3rd Level
Animate Dead ◈
Clairvoyance (ritual)
Conjure Animals ◈
Glyph of Warding (ritual)
Remove Curse (ritual)
Speak with Dead (ritual)
Speak with Plants (ritual)
Summon Lesser DemonsXGTE ◈
4th Level
Arcane Eye (ritual)
Conjure Minor Elementals ◈
Conjure Woodland Beings ◈
Fabricate (ritual)
Mordenkainen's Private Sanctum (ritual)
Summon Greater DemonXGTE ◈
5th Level
Awaken ◈
Conjure Elemental ◈
Hallow (ritual)
Infernal CallingXGTE ◈
Legend Lore ◈
Planar Binding (ritual)
Raise Dead ◈
Reincarnate ◈
Scrying (ritual)
Teleportation Circle (ritual)
6th Level
Conjure Fey ◈
Create Undead ◈
Druidic GroveXGTE (ritual)
Find the Path (ritual)
Heroes' Feast (ritual)
Move Earth (ritual)
Planar Ally ◈
7th Level
Conjure Celestial ◈
Mordenkainen's Magnificent Mansion (ritual)
Resurrection ◈
Spellcasting
The following contains changes for most spellcasters.
Cantrips
You can change your cantrips each time you level up.
Additionally, with the DM's permission and your character having a specific theme, you can change the damage type of a cantrip when you choose it. Once you change the damage type this way, you can't change it again.
An example would be the firebolt cantrip. It originally deals fire damage, but could be reflavored as an icebolt with ice damage or acidbolt with acid damage.
Disguised Spells
You can attempt to disguise or hide the casting of a spell with verbal or somatic components.
As you are casting a spell, you must declare how you are trying to cast the spell undetected. If you are trying to disguise the spell and pass it off as something else, you must make a Charisma (Deception) check as you cast the spell, otherwise you make a Dexterity (Stealth) or Dexterity (Sleight of Hand) to try and hide the verbal or somatic components of the spell, respectively.
A creature that is observing you makes a Wisdom (Insight) check against your disguised spell, or an Intelligence (Investigation) or Wisdom (Perception) check against your hidden spell. Creatures that aren't intently observing you as you cast a spell this way uses their respective passive scores to realize your subterfuge.
Sorcerers with the Subtle Metamagic does not need to make a hidden spell check for the verbal or somatic component of their choice as they cast a spell.
Domination & Possession
Spells, features, and traits that dominate or possess a creature uses Charisma saving throws instead of Wisdom saving throws.
Flavoring Spells
You may reflavor the somatic components, verbal components, and narrative description of your spells any way you like with the DM's approval. Reflavoring spells this way must still appear as if you are casting a spell.
Here are some examples:
- Burning hands could be cast using your mouth as the origin point instead of your hands.
- Mending verbal components could be muttering a small prayer to fix what is broken.
- Silence somatic components could be you putting a finger up to your mouth.
Innate Racial Spellcasting
When you gain a spell through your race, you can cast the spell again using an appropriate spell slot of the spell's level or higher. In addition, spells gained through your race do not require material components.
Location Spells
Spells that locate creatures, objects, or plants now locate all of the named creatures, objects, or plants instead of just the nearest one.
Spell Familiarity
Spells and features that call for specifics requires the caster to know the resulting "thing" beforehand.
Here are some examples:
- Banishment can banish a creature to another plane you have been to, instead of a demiplane or their native plane.
- Druid's Wildshape feature and spells like polymorph requries knowledge of the creature beforehand. Druids know all the animals in the regions they grew up in. Those regions can be found in Xanather's Guide to Everything on page 25.
- Illusions, such as minor illusion or seeming requires a recollection of the image created, or reasonable imagination to shape the image any way you like.
- Prestidigitation requires knowledge of an odor, and how to create a specific dish to recreate either odor or taste.
Spells
The following list of spells have changes to the specific spell that is bolded in black.
Anti-Magic Field
The anti-magic field spell disables all magical spells, items, features, and more within its area of effect. The DM has discretion for what works and doesn't work in the area.
Augury
The augury spell can now be upcast. When cast at 3rd level, the spell predicts the events of next 24 hours; 5th level increases to the next week, 7th level increases to the next month, and 9th level increases to the next year.
Dispel Magic
The dispel magic spell now deals 3d10 force damage, with an additional 1d10 force damage for every spell level higher spent, to magical Construct creatures.
Light
The light cantrip cast on a single object can be broken or separated into multiple other objects. Each new object continues to shine brightly, but at a reduced radius of 5 feet.
Mage Hand
You can cast touch spells through mage hand, similar to casting touch spells through a familiar.
Mold Earth
The mold earth cantrip also manipulates clay and sand.
Sleep
The sleep spell causes "hit points" that didn't put a creature to sleep to make a Constitution saving throw against your spell save DC or fall asleep for the duration of the spell.
Slow
The slow spell requires a Charisma saving throw instead of Wisdom saving throw.
Speak With Dead
The speak with dead spell can also be cast on a skull, instead of just a corpse.
Witch Bolt
The witch bolt spell uses a bonus action, instead of an action, to repeat its secondary damage on the target creature.
In addition, when the target would die or leave the spell's range, you can use an action to choose another creature within range for the rest of the duration of the spell.
Homebrew Spells
- Transport Via Mirrors by /u/yoyoman55
A spell similar to tree stride where you travel through mirrors.