Bunnies's Table Rules
For 5th Edition Dungeons & Dragons
Character Creation
General Rules
Character Sheets
Sheets can be filled out collaboratively with the GM, but isn’t required. All sheets require GM approval before play, however. Likewise, level ups work the same way.
Backstory
This is a heavily player-focused campaign. I ask that you develop details about your ideal backstory and we can then work together to make it work within the world and the setting, establishing dates, locations, NPCs, and such. This incorporates your character in the world so that it’s easier to gain that level of immersion.
Starting Level
All campaigns begin at third level. If a character dies, leaves the party, belongs to a new player, or you simply wish to play a new character, the new character will be the same level as the party, and level with them at the same rate.
Ability Score Rolling
One of two options for rolling ability scores:
- Point Buy with a point bank of 33. Before bonuses ability score max of 16 and min of 6.
- Each player takes turns rolling 4d6, dropping the lowest, and adding the remaining dice. Repeat that six times. As long as the total is 75 or higher, this set of six numbers will be used by all characters to apply to whichever ability they choose.
Whichever method chosen will be used for the duration of the campaign.
Hit Points
Hit points are calculated by the “roll or average” rule, meaning if the player rolls below average on their hit die, they take the average, and then add Constitution modifier.
Customizing Your Origin
Rules including re-assigning all racial ability score bonuses, swapping known languages, and replacing irrelevant racial proficiencies. (p.8 TCE)
A notable suggestion from these rules is that you may combine two racial heritages, gaining some benefits from each. Discuss with your GM if any of these rule changes interest you.
Restrictions
Classes
All published classes are available for play.
Races
All published races are allowed, with the exception of the Marked Sub-races from ERLW and Human (Variant). Your GM will inform you in the event a race you consider has lore-dependent considerations.
Backgrounds
Backgrounds published through the PHB are available for play. Backgrounds published in others books are available to be altered to fit the campaign setting. Custom backgrounds are also allowed, so if you are interested, contact your GM to discuss the details.
Feats
Refer to Feats (Revised). Discuss with your GM if you would like to select a feat in place of your standard ASI.
Spells
All published spells are available for play.
Multiclassing
Allowed as under the variant rules listed in the PHB. Multiclassing is one of the best ways to make a unique character, so as such, I require a narrative reason for it; either you can pitch one to me or we can brainstorm how to make it work. The assumption with a multiclass is that you intend to level in both classes, but there is no hard-and-fast rule about how many times or how often you must alternate level-up classes. The practice of multiclassing into another class for only one to two levels for purely mechanical benefit, commonly known as “dipping,” is disallowed. We will follow the PHB rules for multiclassing.
Sources
All published sources have blanket approval with the exception of:
Campaign or Adventure-specific. As written, some material may not fit with the setting. If this is the case, your GM will attempt to adapt it before disallowing it.
Homebrew. Discuss with your GM if you wish to use homebrew elements for character creation. Smaller things like weapons require significantly less consideration than subclasses and classes.
Unearthed Arcana. As with Homebrew, discuss with your GM if you wish to use UA-published content.
Ability Score Additions
Intelligence Proficiency Points
You gain Intelligence Proficiency Points (IPP) equal to your Intelligence modifier. You may use one to gain an additional skill, language, or tool proficiency or three to gain expertise in one existing proficiency. If a character’s Intelligence modifier ever increases, they gain IPP equal to the increase. A negative Intelligence modifier requires that you lose a number of proficiencies equal to the modifier.
Cantrip Mastery
The ability to grasp the simplest manifestation of arcane or divine power, a cantrip, is not exclusive to those who devote themselves to that path. Magic is a fundamental aspect of the world, so with a sufficient natural level of understanding, some secrets may be unlocked for an individual.
You know a number of cantrips equal to the number of ability scores (among Intelligence, Wisdom, and Charisma) with a score of 13 or higher. You choose a class that uses that ability score for spellcasting. You may select your cantrip from that class's base spell list.
Spellcasting Abilities
| Ability Score | Associated Classes |
|---|---|
| Intelligence | Artificer or Wizard |
| Wisdom | Cleric or Druid |
| Charisma | Bard, Sorcerer, or Warlock |
The spellcasting ability for these spells is the same ability that qualified you for the class and cantrip. You add your proficiency bonus to any relevant rolls. Relevant cantrips scale appropriately with level. You may choose to retrain the cantrip to a different one from the same list whenever you reach a level in a class that grants the Ability Score Improvement feature. If you do not create a character with this feature in mind, you may choose to opt-in at any time.
The player is encouraged to work the class choice into their character narratively, though it is not required. Up to GM discretion, some choices may come attached with narrative consequences, such as involving a Patron for a Warlock cantrip or a Deity/thematic domain for a Cleric cantrip.
Honeymoon
I would prefer if you were confident in your character choices before making them, however, exceptions can of course be made when things simply don’t work out. Below, I outline the honeymoon periods when you can swap out aspects of your character build.
Entire characters: Please make sure that if you choose a character, it is one you will want to play for AT LEAST 10 sessions. Swapping out a whole character requires narrative gymnastics on my part which slows down a PC-focused game for everyone. This does not mean you have to always stay with the same character, but I would prefer that you try to make your character into one that you want, rather than change to a new one.
Classes: Only after choosing the first level of a new class, you have 1-2 sessions to swap out that class for your highest-level class. After that, I do not allow changing a previous class choice. If there are other classes you wish to take, multi-classing is the only option.
Sub-classes: Honeymoon of 1 session. After that, I am open to changing subclasses with a sufficient narrative reason. You lose all features of the previous sub-class and gain all features of the new one.
Feats: Honeymoon of 1 session. If swapping out, you must choose another feat.
All other choices: such as known spells, maneuvers, ability score increases cannot be changed unless the rules otherwise allow it.
Feats
You may choose a free feat at first level, barring the following: Great Weapons Master, Sharpshooter, Elven Accuracy, Polearm Master.
Refer to Feats (Revised) for the list of feats removed, unchanged, and reworked.
Classes
Alternate Spellcasting Ability
All spellcasting classes have the flexibility to choose Intelligence, Wisdom, or Charisma as their spellcasting ability. Sorcerers have the additional option of Constitution.
This decision is made when you take the first level in that class. All references to the original ability in reference to spellcasting would be replaced with your chosen alternate spellcasting ability. Your saving throw proficiencies are left unchanged.
Interactions such as Arcane Trickster and Magic Initiate that deal with other classes without multiclassing must abide by the standard ability scores.
Flavor Your Character
Choosing an alternate ability comes with the expectation of playing the class around that ability. Provide your GM with a simple narrative reason for how your character uses that ability to channel their magic.
Roleplay Variety
Changing spellcasting ability could change or reflect how your character acts! A Charisma-based Cleric could evangelize and preach, while an Intelligence-based Cleric could be more focused on religious or spiritual history.
Bard
A character with a Bardic Inspiration die or the Cutting Words feature may wait until after the GM declares the outcome of the relevant roll, rather than requiring the player to decide before. This allows players to make an educated gamble rather than a blind one.
Fighter
The Fighter I run incorporates Battle Master maneuvers into the main class, just making BM Fighters better at it. Consult the Fighter (Reworked) GMBinder for complete details.
Eldritch Knight
Eldritch Knight is renamed as Mystic Knight to reflect the following added flexibility:
Mystic Knights may alternatively utilize the spell list of any one of the following classes - Bard, Cleric, Druid, Sorcerer, Warlock - in lieu of Wizard. All references to Wizard and Intelligence in reference to spellcasting would be replaced with your chosen alternate class’s spell list and its respective standard spellcasting ability.
Monk
- You have an additional number of ki points equal to your proficiency bonus.
- As part of your Extra Attack class feature, the number of attacks increases to three when you reach 11th level.
- Starting at 1st level, while you are wearing no armor and not wielding a shield, enemy creatures have disadvantage on opportunity attacks against you.
- You can make grapple and shove checks with Dexterity (Athletics).
Ranger
The Ranger I run is one that has undergone a major rework to the base class, in addition to some of the subclasses. Consult the Ranger (Reworked) GMBinder for complete details.
Rogue
Arcane Trickster
Arcane Tricksters may alternatively utilize the spell list of any one of the following classes - Bard, Cleric, Druid, Sorcerer, Warlock - in lieu of Wizard. All references to Wizard and Intelligence in reference to spellcasting would be replaced with your chosen alternate class’s spell list and its respective standard spellcasting ability.
Sorcerer
- You have an additional number of sorcery points equal to your proficiency bonus.
- At 3rd Level, you gain four Metamagic options of your choice. You gain another two at 10th and 17th level.
- Subclasses that do not include a table of additional spells (such as those in TCE) gain 2 additional spells known when they gain their 1st, 3rd, 5th, 7th and 9th level in Sorcerer. These spells must on the sorcerer, warlock or wizard spell list, and must be from one of two schools of magic chosen at character creation.
Meta Rules
Inspiration
Inspiration points are a DM-awarded, shared party resource. Think of them as spendable gold stars.
How to Earn
Several reasons inspiration may be granted are outlined below. These are by no means guaranteed and are not an exhaustive list. Inspiration is awarded at the end of the session, with exception to the first example.
- Recap. Summarizing the last session's events (guaranteed 1 per session, awarded at start).
- Growth. If a character grows or changes through the course of play, and a characteristic in question is changed to reflect the change at the end of the session.
- Temptation. Making a difficult choice true to your character, even if it is disadvantageous.
- Spark of Brilliance. Providing or executing creative solutions.
How to Use
There are several ways you may spend this resource.
-
Legendary Resistance (2x points) - Choose to succeed on any saving throw (including death saving throws)
-
Legendary Success (2x points) - Choose to succeed on an individual ability or skill check (excluding attack rolls)
-
Attack Advantage (1x points) - Gain Advantage on an Attack Roll. If you have disadvantage, this makes it a straight roll. If you already have advantage, this has no effect.
-
Flashback (1x points) - Have a “flashback” to something in the past where you did something small, such as buying a healing potion, spell component or other gear, asking a question, learning information, or casting a ritual spell.
Rule of Cool
If you describe a difficult but cool action, and you want your character to do it, your GM may simply allow it to succeed without a roll. There's nothing worse than a legitimate, creative idea thwarted because RNJesus shot it down.
Party Etiquette
Loot Sharing is determined by the party. Splitting rewards evenly, having a group fund, or using both are all acceptable. Magic item hoarding is against the collaborative nature of the game. If some characters are continually left out from rewards, considering resolving that in-character, else I will step in.
Player vs. Player, as stated above, it must be agreed upon between the players out-of-character
Stealing from Players is allowed as long as both players agree on it being possible, and both players are aware of the theft, successful or not.
Working Against the Party is disallowed. This includes plotting, obfuscating, refusing to participate in sessions and waving it off as “it’s just what my character would do.” If this is your concept for a character, scrap it and start anew.
Antagonizing Other Players is disallowed. Keep PvP in-character. If it goes too far and targets the player rather than the character, let me know immediately.
Secrets
The race, level, class, and subclass of all player characters are public knowledge between players. Any other character secrets discussed with the GM, such as organization membership, true names, origins, are fair game to keep secret and reveal whenever you see fit.
Skills
Passive Checks
You feel silly when your lumberjack barbarian fails to move a log or your dexterous thief fails to pick a basic lock. Depending on the situation, your GM may allow for the following rules to take place after a failed skill check, or in some cases, in place of a skill check entirely.
Taking 10
If a character is not in a stressful situation (such as a conflict or high-stakes situation) they can make ability and skill checks without rolling a d20. Instead, they “take 10”, calculating their result as if they had rolled 10 on the d20. This represents a character’s default aptitude at a task, when not under pressure.
Taking 20
If a character has a hundred times as much time available (or an hour, whichever is less) as a task would normally take, and has the ability to try multiple different solutions (such as using ad-hoc tools, looking up information in a book, or coordinating a plan with others), they can “take 20” instead of rolling a d20. This represents a character’s aptitude in the best of circumstances. This option is typically reserved for physical actions, rather than mental actions like recalling or processing information.
Teamwork Checks
It’s a common occurrence that one player fails a roll, others jump in to try their luck. Instead of "dogpiling" checks until the party succeeds, if two or more players are attempting an action, the GM may deploy a Teamwork Check.
Teamwork checks are way to allow characters to help each other without simply giving each other advantage. It has a higher DC than a regular check, and the fate of two or more characters can hang in the balance. This type of check can be used as a versatile tool, capable of being used in time sensitive missions, useful for highly trained characters to help their less inclined companions, and more. This type of check doesn't replace a simple skill check, but rather can be used as an option when two characters are working together and you want to emphasize teamwork.
Each roll contributes towards the DC, rather than requiring each to pass. See Teamwork Checks for further rules.
Skills with Different Abilities
The Variant rule that outlines situationally using different abilities for skill checks (p.175 PHB) such as Strength (Intimidation).
Critical Success
A natural 20 by a proficient character means a VERY successful and exemplary use of the skill, while a natural 20 on an unskilled character will be a success, though not to the same degree. Neither mean “automatic success” in the same way that they do on attack rolls.
Monster Knowledge
When a party encounters a monster, players often want to know what their character knows about the monster. This resolves with a skill check, from the Creature Type Skills table. If you are proficient in the relevant skill, the GM will prompt you to roll a check.
Your GM will consult the Monster Knowledge table and inform you what your character knows.
Creature Type Skills
| Type | Suggested Skills |
|---|---|
| Aberration | Arcana |
| Beast | Animal Handling, Nature, or Survival |
| Celestial | Arcana or Religion |
| Construct | Arcana |
| Dragon | Arcana, History, or Nature |
| Elemental | Arcana or Nature |
| Fey | Arcana or Nature |
| Fiend | Arcana or Religion |
| Giant | History |
| Humanoid | History |
| Monstrosity | Nature or Survival |
| Ooze | Arcana or Survival |
| Plant | Nature or Survival |
| Undead | Arcana or Religion |
Monster Knowledge
| DC | Lore | Statistics |
|---|---|---|
| 5 | Creature Type | Senses (not distance) |
| 10 | Name | Attack Actions (not damage) |
| 10 + CR (or 20) |
One piece of Lore | Highest and Lowest Saves |
| 15+CR (or 25) |
Two pieces of Lore | Resistances & Immunities |
| 26+ | Three pieces of Lore | Weaknesses |
Magic
Casting Multiple Spells
Instead of any bonus action spell (whether a cantrip or not) preventing you from casting any other leveled spell during your turn (including reactions such as Counterspell), the rule is made more intuitive in the following way: You cannot cast leveled spells with your action and with your bonus action in the same turn.
Ritual Casting
Any spells learned or known through your class can be cast as a ritual if that spell has the ritual tag and you have the spell prepared (if your class requires spell preparation). Spells cast through innate spellcasting that are not ‘learned’ or ‘known’ do not qualify.
Spell Scrolls
Anyone can attempt read a spell scroll, so long as it has been properly identified. For the purposes of spell scrolls, a spellcaster is defined as a character who can cast at least one leveled spell innately. A scroll’s reading DC equals 10 + the spell’s level. On a either a successful cast and failed check, the scroll crumbles to dust.
If you are a spellcaster, the spell is on your class spell list(s), and is of a level you can cast, you may use the scroll without any skill check.
If you are a spellcaster, but the spell is either not on your class spell list(s) or is of a higher level than you currently have access to, you must make an ability check using your spellcasting ability to determine whether meet its reading DC and cast it successfully.
Otherwise, your Intelligence score must meet or surpass the scroll’s reading DC to cast the spell before attempting an Intelligence ability check to meet its reading DC and cast it successfully.
Spell Clarifications
The following are modifications to existing spells or clarifications to their usage.
Fog Cloud. When targeting a creature that is heavily obscured that the character cannot see, make a Wisdom (Perception) check contested by the target's passive Dexterity (Stealth) to discern their location through other senses. The GM will arbitrate the success of this check, noting 1-4 spaces the target may be located - fewer possibilities on a more successful check. Choose a space from the ones provided and make the attack roll normally. If the target is not located in the space chosen, the attack misses.
Scrying. When magically scrying, the caster's senses are limited to 30ft of the target. Anything beyond that range is fuzzy, muffled, or otherwise obfuscated.
Heat Metal. Alternate usage. Can be cast as a ritual with a duration of 8 hours, but still requiring concentration. This ritual version of the spell can target any non-organic material, including clay, glass, and metal. The caster can control the temperature created by the spell between its maximum (1500F) and its resting temperature.
Lightning Arrow. Concentration is not required if the spell is used immediately during the same turn.
Contested Mind Influence
Effects that influence the actions, perception, and disposition of creatures take a lot of forms in 5e. We will refer to them as ‘mind influencing’. We will use ‘source’ to refer to the caster, poison, magical item, or other source that caused the ‘mind influencing’ effect.
Mind Influencing Spells
Charm Person, Crown of Madness, Suggestion, Fast Friends, Charm Monster, Dominate Beast, Dominate Person, Compulsion, Mass Suggestion, Irresistible Dance, Dominate Monster.
For any creature suffering ‘mind influencing’ effects from multiple sources, a contested ability check is prompted at the start of the creature’s turn to determine which source wrests control. Each source must make a contested spellcasting ability check or Charisma check, whether another caster, creature, or magical source. The caster or source of the highest level charm effect has advantage on the check, with none gaining advantage on a tie.
Until the start of the affected creature’s next turn, the victor of the contested check successfully suppresses all other ‘mind influencing’ effects. During that time, the affected creature will solely follow the direction of the victor (within the confines of the spell). On a tie, the source with the highest Charisma score is the victor.
After initiative ends, a creature who was the subject of the contested mind influence must make a DC 15 Wisdom saving throw. The creature must roll on the Short-Term Madness table (p.258 DMG) on a success, or the Long-Term Madness table on a failure.
Combat
Healing
Spells, potions, and abilities that restore hit points use the maximum possible roll of the dice when applied to creatures with 1 or more hit points. Hit dice used during a rest are rolled normally.
Potions
Drinking a potion can be done with a bonus action, instead of only as an action. You must still use an action to feed a potion to another creature.
Critical Hits
When scoring a Critical Hit on an attack roll, the damage roll is calculated by rolling the standard damage dice, adding the modifiers, and adding the MAXIMUM of all damage dice. Functionally, this ensures the minimum Critical Hit damage is always more than the maximum non-Critical damage.
Initiative
Initiative Ties are broken by whichever combatant has a higher DEX score.
Mental Preparedness. Sometimes getting into action is more about mental preparedness than physical. A character may opt to use their Wisdom modifier instead of their Dexterity modifier for an Initiative Roll.
Drift Compatibility
Working as a cohesive unit, your group of characters would be able to coordinate well in combat, or have an uncanny sense of the others' combat styles and capabilities. Players can request for a short (1-3 minute) window of time after rolling Initiative for the party to strategize for the fight ahead.
The party can clarify with the GM what information their characters would already know about the encounter, as well as the option of a skill check in regards to their character's knowledge of an enemy creature.
Knocking a Creature Out
Any weapon attack, ranged or melee, can be used to deal non-lethal damage and knock a creature unconscious and stable at 0 hit points. They will regain 1 hit point and consciousness in 1d4 hours unless otherwise healed. (p.198 PHB)
Downed
A condition that occurs when a player character falls to 0 hit points. This replaces the RAW application of the unconscious condition under the same circumstances.
- A downed creature falls prone and cannot stand up on their own.
- The creature loses concentration on any spells or abilities
- The creature cannot take actions or bonus actions, but may still take reactions.
While downed, the creature makes a death saving throw at the beginning of each of its turns. If a downed creature takes damage, they must make a DC 10 Constitution saving throw or suffer a death saving throw failure. If a character is healed above 0 hit points, their downed condition ends.
Death
Since the game is more character focused, character death is not something I expect often, but that does not preclude the possibility. Player Characters can die permanently. As a general rule of thumb, my view is that a player character should only die due to the decisions of the player. As a result, I generally avoid attacking downed characters or unbalancing encounters without ample warning of their difficulty. In my style of play, a PC death by my hand is a failing on my part. That said, if a character does die, there are options to restore life.
Resurrection
All standard resurrection magic is in play. If you are resurrected, you gain two levels of exhaustion, with a maximum of five total. You do not incur any other penalties caused by the resurrection magic.
Optionally, you may considering gaining the Revenant subclass, as outlined in Unearthed Arcana: Gothic Heroes. Consideration of this rule highly depends on the context of the character’s death. You might elect for this route for a variety of reasons such as if the character was killed by an arch enemy and you pledge yourself to exact revenge or simply that your character’s story was cut premature and the player desires for them to complete one specific goal before they depart.
Companions
Up to GM discretion, NPC allies may benefit from the same death saving throw, death, and resurrection rules as player characters.
Battle Wounds
Damage itself normally leaves no lingering effects. With this rule, a creature may sustain a Battle Wound under the following circumstances:
Critical Hit
When a creature takes a critical hit, they must succeed on a DC 10 Constitution saving throw, or roll on the Battle Wound table. You roll a number of d100s equal to your Constitution Modifier + 2 (minimum of 1), as per the Battle Wound Modifier table, taking the highest result.
Downed
When a creature drops to 0 hit points with lethal damage but isn’t killed outright, roll on the Battle Wound Table. You roll a number of d100s equal to your Constitution Modifier + 1 (minimum of 1), as per the Battle Wound Modifier table, taking the highest result.
Battle Wound Modifier
| CON Mod | Critical Hit | Downed |
|---|---|---|
| below 0 | 1d100 | 1d100 |
| 0 | 2d100 (adv.) | 1d100 |
| 1 | 3d100 (adv.) | 2d100 (adv.) |
| 2 | 4d100 (adv.) | 3d100 (adv.) |
| 3 | 5d100 (adv.) | 4d100 (adv.) |
| 4 | 6d100 (adv.) | 5d100 (adv.) |
| 5 | 7d100 (adv.) | 6d100 (adv.) |
Battle Wound Table
Each Battle Wound has a name, mechanical description, and maximum duration. Effects have several options for treatment, between specific Spells, a minimum level of magical healing, Medicinal Magic, or a Wisdom (Medicine) check. The GM will outline the full details of a Battle Wound that is put in play. The wound may be narratively flavored based on the context of the wound, but the effect will not change.
The design of the table is to provide a chance of beneficial effects (25%) in addition to the standard effects that range from short term trauma/minor injuries (25%), multi-day injuries (25%), severe injuries (15%), and loss of body parts (10%). Rolling multiple times on the table ensures creatures with high Constitution are more likely to roll the neutral or positive effects.
This table is used to provide meaningful consequences for combat encounters, as well as give healers a meaningful role, whether through magic, medical skill, or herbalism.
Last Stand
When a creature fails their last death saving throw, their fate is sealed, but they may have one last swan song. During that turn or the creature’s next turn, they can choose to perform their last stand, during which they:
- Lose the effects of the downed condition and the effects of exhaustion for the duration
- Regains the use of one expended ability that would normally only return on a short or long rest (including a single spell slot of 7th level or lower).
- Additional benefits or abilities up to DM discretion, not strictly limited to standard game-mechanics
At the end of the last stand or if the creature falls unconscious by any other means, they die.
Two-Weapon Fighting
Rule amended as follows (p.195 PHB):
- When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You can add your ability modifier to the damage of the bonus attack.
- If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fighting Style
Available to Fighter, Ranger, and Bard (Swords), the Fighting Style ‘Two-Weapon Fighting’ is amended as follows:
- When you attack with a melee weapon while holding another melee weapon, you get +1 to the attack roll and +1 to the damage roll.
Magic Items
Equipping Gear
Though not realistic, limitations on worn equipment “slots” are necessary to maintain a balanced game. The following categories relate to magical items or any other item that provides an in-game benefit, excluding non-magical Holy Symbols. Magical items that are not 'equipped' in one of these categories have no limit. Standard attunement slot limitations still apply.
| Slot | Per Slot | Item Examples |
|---|---|---|
| Head | 1 | Hat or helmet |
| Forehead | 1 | Headband or circlet |
| Eyes | 1 | Lenses or goggles |
| Neck | 2 | Amulet, brooch, medallion, necklace, periapt |
| Shoulders | 1 | Cape, cloak, mantle |
| Body | 1 | Set of armor |
| Back | 1 | Quiver |
| Wrist | 1 | Pair of bracers or bracelets |
| Hands | 1 | Glove, pair of gloves, pair of gauntlets |
| Fingers | 4 | Rings |
| Waist | 1 | Belt |
| Feet | 1 | Boots, shoes, or anklets |
Attunement
Attuning to an item requires an action. This may be done in or out of combat. Breaking attunement takes 10 minutes of concentration.
Identifying
You may come across items whose magical properties are unknown. While many items can be completely identified through close examination over a short rest, some may require the Identify spell to uncover any or all of its properties.
Arcana Proficiency. If proficient, you may accompany a short rest with an Intelligence (Arcana) check. A successful check, as determined by the DM, may fully reveal the nature of an item that would otherwise require Identify.
Cursed Items
Cursed items are an opt-in gameplay feature. RAW chains players to cursed items if they attune to one unaware of its effects. These rules change that and make cursed items still have power, a will of their own, and consequences, but nothing as overly restraining or borderline manipulative as the standard rules.
Identifying the Curse
You can fully identify the existence and nature of a curse by a continued attunement to the item, deducing its cursed nature from hints in lore or research gathering, or the Wish spell. Identify fully reveals the nature of the curse, but only when no creature is attuned to the item. When actively attuned to, Identify only reveals the existence of a curse. Detect Magic does not indicate in either case.
Opt-out
Upon initial attunement, the DM will inform you of the existence of a curse, narratively. Your character would feel a deep chill down their spine and have a glimpse into the nature or personality of the curse. You, the player, then have the opportunity to freely break attunement with no negative effect or repercussions whatsoever. This allows players to freely opt out of being bound to a cursed item if they do not wish to be.
Breaking Attunement
For those who wish to embrace their character’s foolhardy actions, continuing your attunement or attuning to the item again makes breaking attunement a challenge. If you succeeding a DC 10 Wisdom Saving Throw, you may break attunement by sheer force of will. An unsuccessful save increases the DC by 3, but decreases by 1 after each long rest. Alternatively, you may break attunement by suppressing the curse through the Remove Curse or Greater Restoration spells.
Lingering Effects
Breaking attunement with a cursed item may leave temporary lingering effects. These are dependent on the nature of the curse and will last for a defined period of time before the curse no longer has an effect on you.
Magically Crafted
The DM is the sole arbiter of what constitutes a magic item, compared to a well-crafted mundane item. These items must still be crafted as a magical item, however, as magic still plays a part. Magical means are used to enhance the crafter’s abilities to create a more effective product, rather than assigning an enchantment to the item.
+X Items
Items whose sole enchantment is providing a +1, +2, or +3 to relevant rolls does not qualify as “magical” for relevant situations, such as damage resistances. All other aspects of these items remain the same.
Adamantine
Equipment crafted or augmented with adamantine does not qualify as “magical”. All other aspects of these items remain the same.
Evolving Magic Items
Some magic items can either grow with the character or reveal their latent power alongside the character’s growth. Two types of evolving magic items exist, Vestiges and Signature Items, differing in creation method and ability development. Inspiration for this mechanic is based on Critical Role’s Vestiges of Divergence.
Vestiges
Vestiges are artifact level items that have been infused with power beyond mortal means. Most vestiges were created for a singular purpose, goal, or user in mind. It is said that higher beings - whether a deity, lesser idol, powerful devil, or forgotten aberration - guide their champion in the creation of these mythical artifacts, imbuing it with properties relevant to the being’s powers and motivations. Its properties are established and immutable after initial creation. While most Vestiges were passed down from champion to champion, others became lost, forgotten, and have passed into legend.
Many Vestiges have been granted sentience and exhibit will and ambitions aligning with that of its original creator. If the item and the wielder come in conflict, the Vestige will attempt to influence the wielder to follow its will.
If sealed away or left without a worthy attuned individual for a period of time, vestiges will revert to their dormant state. In this dormant state, it still imbues power to the attuned, but with time, perseverance, and personal growth, the Vestige can regain access to some of its lost abilities by reaching its awakened state. Eventually, through extreme personal challenge, evolution, and achievement, the Vestige can reach its full potential in its exalted state.
The properties of Vestiges that have not been revealed by the user cannot be determined by normal magical means. Abilities, skills, and spells that reveal the nature of magical items, such as the Identify spell, will reveal that an item is in fact a Vestige, however its specific properties will not be revealed. Given that these items have a storied and near mythical history, information is difficult, but not impossible to come by if you look in the right places.
Signature Items
All Signature Items begin with humble and often unremarkable origins, eventually growing into powerful, unique, and recognizable items the user, referred to as its Champion, may become famous - or infamous - for. Signature Items develop their power dynamically, organically, and directly parallel to the growth of its user. While the source of the item’s power may involve a higher being, its creation process is largely theorized as natural magics traveling through the Champion as a conduit to the item.
Signature Items typically have five stages of development. The initial state, whether mundane or a minor enchanted item, is referred to as Inert. Once it receives its first semblance of growth, it enters its Dormant stage, developing properties akin to Rare magic items. If the item was to go without a user for a prolonged period of time, it would revert to its Dormant state for the next user. Beyond that lie the Enhanced (Very Rare) and Awakened (Legendary) stages, earning enhancements to existing abilities and/or the appearance of new ones. The final stage is Exalted (Artifact), where the item reaches its true potential.
All signature items require attunement. Any signature item used by their original Champion, however, requires attunement but does not count against their item attunement limit.
Major growth of character heralds in a new stage of power, gaining new abilities and properties specifically designed to aid the item’s Champion. The requirements of ‘growth’ is rather nebulous, but can manifest through accomplishing or taking steps toward ambitions, confronting fears, changing perspectives, or making great sacrifices.
Lost to Time
Untold numbers of signature items have begun their growth through the ages, though few develop further than their Dormant state. Those that do are either closely guarded, stolen, or lost to the ages
After the final passing of a Signature Item’s Champion, the item gains sentience via a remnant of their soul. It retains the Champion’s personality and can communicate telepathically with the creature actively attuned to the item. If a Signature Item did not Exalt during its Champion’s lifetime, the fragment of their soul within the item will seek out those who would see their ambitions achieved. The item will only grow through accomplishing the ambitions and goals of its original Champion and the new abilities earn serve the original Champion as well. To that end, to merely ‘stand on the shoulders of the giants of ages past’ will only get you so far. Unless your motives align with the previous Champion of an item, most adventurers will more easily develop their own Signature Item through strife, victory, defeat, and growth of character than to inherit another’s.
Travel
Rest
Fifth Edition is designed as a game of attrition, assuming the game is a dungeon crawl, which doesn't translate well to games with overland travel and pacing. The way I run my table is more temporally realistic, taking week or even month-long downtime periods, traveling from place to place with only a few encounters along the way. To compensate for that, we use the following rules for Resting:
Short Rest
A brief respite to decompress, converse, or heal.
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Length: 10 minutes of light activity
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Benefits: Spend Hit Dice. Identify a magic item with a Intelligence (Arcana) check. Casting a ritual spell.
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Limits: None.
Field Rest
During this rest, two "watches" take place, one for the first half and one for the last half. A Bard’s Song of Rest may be used on qualifying creatures at the end of this rest.
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Length: 8 hours (4 hours of no activity, 4 hours of light activity)
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Benefits: Spend Hit Dice. Regain half of Hit Dice Pool at the end of the third hour. Recover all spell slots, one point of exhaustion, and all other Long Rest cooldowns at the end of the sixth hour.
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Limits: Maximum 1 Field or Long Rest per 24-hour period.
Long Rest
Must be done in a place of safety, such as in an inhabited house or inn with a bed. A watch shift cannot be taken.
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Length: 8 hours of no activity
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Benefits: Regain all lost hit points, all lost hit dice, all spell slots, and all points of exhaustion.
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Limits: Maximum 1 Field or Long Rest per 24-hour period.
Almost Too Heroic
The DMG recommends the party engage with 6-8 encounter each day. That pacing puts the party on track to rise from a lowly level 1 adventurer to a level 20 demigod in just over a month! That's silly.
Travel Realism
Keeping track of food, water, rations, and other minor expenditures is messy and tedious. I operate with the assumption that your characters are prepared enough to fulfill their basic needs. However, this does not preclude the possibility of encounters resulting in the loss of such items, requiring you to hunt for food or find a suitable stream to replenish water. Outside of venturing into harsh or hostile environments, these will be few and far between.
Tents or other forms of shelter are a must during travel. Attempting a long rest in the open air during hazardous weather like rain or snow will prevent the completion of said rest. You will not be expected to pay for inns or other accommodations.
For the purposes of maintaining a degree of realism for carrying capacity, each character will be expected to carry a waterskin and a week’s worth of rations at all times.
Travel Activities
This section outlines the activities that a character can perform while traveling. Each character can use a proficiency to perform one activity per day (except for Rangers, who can perform two).
Chronicle
You chronicle the party’s journey, creating a record such as drawings, songs, poems, a journal, or maps. Any chronicle you create has a set amount of value, either in gold pieces or services. For example you could recount the chronicle at taverns for free food and beds, or sell copies of the work to a library or guild.
Resources. Intelligence (History, Performance, Musical Instrument, Forgery Kit or Cartographer’s tools), Intelligence or Dexterity (Calligrapher’s supplies or Painter’s supplies).
Resolution. Roll an ability check with one of the skills or toolkits below that you are proficient with. The chronicle has a gp value equal to the result. The value is doubled if you discover a new location or creature in the area.
Craft
You can spend time using your tool proficiencies to create useful items and gear.
Consult Alchemy, Herbalism, & Poisons.
Forage
Resources. While traveling, you may only forage for 2 hours per day.
Consult Alchemy, Herbalism, & Poisons.
Motivate
You motivate the party to keep the pace up by playing music, coaching, persuading or intimidating the party.
Resources. Charisma (Persuasion), Strength or Charisma (Intimidate), Strength (Athletics), Wisdom or Charisma (Musical Instrument)
Resolution. The DC is 5 + the average party level. On a success, the party gain 5 temporary hitpoints until their next long rest and have advantage on constitution saves from Forced March.
On Watch
You vigilantly keep a look out for creatures and hazards. You spot other creatures before they spot the party. Spotting creatures early can allow the party to move stealthy past them using normal stealth rules, if they wish to.
Resources. Wisdom (Perception)
Resolution. With a skill check, you also have a chance to spot some Environment Hazards more quickly, using the environment’s Search DC.
Search
You are tracking a creature or searching for something.
Resources. Intelligence or Wisdom (Survival, Investigation or Perception).
Resolution. Regardless of what you are searching for, calculate the DC using the Activity DCs table, based on the environment the party is in and any other relevant factors. On a success, you find what you are looking for, if it is in the area the party traversed through.
Support
You help the party handle the wilderness with supporting tasks like preparing meals or alcohol, tending to injuries, or repairing shoes or gear.
Resources. Intelligence or Wisdom (Medicine, Cook’s Utensils or Brewer’s Supplies), Intelligence or Strength (Cobbler’s Tools), Intelligence or Dexterity (Weaver’s Tools).
Resolution. The DC is 10 + the average party level. On a success, each party member regains half of their total hit dice, up to their maximum and gains advantage on saving throw involving diseases.
Utilize Vehicle
Whether its skillful control, tender caring of animals, or clever adjustments or repairs, vehicles and mounts can be pushed to travel faster.
Resources A mount, land vehicle, water vehicle, or air vehicle. Dexterity, Intelligence or Wisdom (Vehicle (Land or Water)), Wisdom (Animal Handling), Strength or Intelligence (Carpenter’s Tools or Smith’s Tools), Intelligence (Tinker’s Tools).
Resolution. The DC to utilize a vehicle (or mount) in this way is determined by the environment the party is in and any relevant modifiers, as described in the Activity DCs table. On a success, the vehicle (or mount) is able to cover distance faster, and you have advantage on any checks or saving throws made to control the vehicle (or mount). The additional distance can be calculated as:
( total hours of travel / 4 ) * travel speed
Ancillary Documents
Some rule systems would bloat this document further, so they have their own individual pages.
Alchemy, Herbalism, & Poisons
A homebrew system for characters to create their own potions, medicine, and poisons. It covers the whole process from foraging to usage.
See Alchemy, Herbalism, & Poisons
Campaign Brief
Outlines the scheduling, table rules, campaign framework, and other logistical-level guidelines for my table.
See Campaign Brief
Downtime (Revised)
Expanded, reworked, and standardized rules for engaging in activities during character downtime.
See Downtime (Revised)
Feats (Revised)
A large-scale overhaul of existing game feats, bringing the power level of underpowered ones in line with those considered 'meta'. Feats are among the greatest methods to make unique characters in the base game, so making them more impactful merely pursues that.
See Feats (Revised)
Fighter (Reworked)
A slightly modified Fighter that adds Battle Master maneuvers and additional fighting styles to the base class, while preserving the Battle Master's archetype identity
See Find Fighter (Reworked)
Find Familiar (Variant)
An optional rule set for Find Familiar, exchanging form flexibility for a more powerful familiar.
See Find Familiar (Variant)
Magical Tattoos (Revised)
A system for creating and gaining magical tattoos with a variety of benefits. Modified from Magical Tattoos v4.
See Magical Tattoos (Revised)
Ranger (Reworked)
Even with the changes to rangers in TCE, the class lacks an identity, as many things a Ranger does well, an Arcane Archer Fighter or Druid could probably do it better. This rework combines several ideas and completely rejuvenates the class.