Choms' Repertoire of Rules

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Choms' Repertoire of Rules
 

Choms' Repertoire of Rules

An assortment of optional rules for the world's greatest roleplaying game
by Carles Homs

Contents (TODO-PLACEHOLDER)

Introduction

ONCE UPON A TIME, NOT THAT LONG AGO really, I started to play Dungeons and Dragons 5th Edition. I enjoyed the game as a player and DM, but over the years I started to see some faults, be it minor or major, in both the system and the way we played with it at our table.

For that reason, I decided to make some research and look for improvements: optional rulings, homebrews, house rules used at other tables, as well as brewing up my own rules. All with the goal to cherrypick content that I believed would improve our games.

It is important to note that most of the focus went into reworking existing systems, be it for balance purposes, for the sake of simplicity, or generally because it made the game more enjoyable or easier to play. What this means, is that this compendium will include mostly mentions or modifications to existing D&D 5e rules. It does not aim to greatly expand the game with new content, but rather to transform what already exists into an improved version of itself.

Additionally, you might see that some of the rules mentioned here are already present as official or optional rules for D&D, for example in the Dungeon Master's Guide. That is because what this document ultimately aims to be is a curated compendium of optional rules, both official and homebrew, that you can draw concepts from and implement them in your own games.

With all that said, thank you for reading. I hope you enjoy it and find something of use for your future games.

Carles Homs
Jan 2022

 

Disclaimer: I personally use this document as a catalog for optional and house rules I like to use in my own D&D games. Therefore, expect it to never be "finished", as I will add or remove parts of it as I find new ways to improve my games and write them down here as I see fit.

PART 1

General Rules

I. Character Creation and Development

Personality and Alignment

Aside from traditional alignments, there are many methods to classify the personality of a character or the iconic traits that define it. In this section, we present some of them to help you define your character's personality and even classify it within the different proposed frameworks, just as you would with traditional aligmnents.

Myers-Briggs Type Indicator

This framework classifies an individual's personality based on where it is positioned in five different aspects: Mind, Energy, Nature, Tactics, and Identity, each with two extremes.

Mind (I/E)

This aspect shows how we interact with our surroundings.

  • Introverted. Prefers solitary activities and gets exhausted by social interaction. Tends to be quite sensitive to external stimulation (e.g. sound, sight or smell) in general.
  • Extraverted. Prefers group activities and gets energized by social interaction. Tends to be more enthusiastic and more easily excited than Introverts.

Energy (S/N)

The second aspect determines how we see the world and process information.

  • Observant. Highly practical, pragmatic and down-to-earth. Tends to have strong habits and focuses on what is happening or has already happened.
  • Intuitive. Very imaginative, open-minded and curious. Prefers novelty over stability and focuses on hidden meanings and future possibilities.

Nature (T/F)

This aspect determines how we make decisions and cope with emotions.

  • Thinking. Focus on objectivity and rationality, prioritizing logic over emotions. Tends to hide feelings and sees efficiency as more important than cooperation.
  • Feeling. Sensitive and emotionally expressive. More empathic and less competitive than Thinking types, and focuses on social harmony and cooperation.

Tactics (J/P)

This aspect reflects our approach to work, planning and decision-making.

  • Judging. Decisive, thorough and highly organized. Value clarity, predictability and closure, preferring structure and planning to spontaneity.
  • Prospecting. Very good at improvising and spotting opportunities. Tends to be a flexible, relaxed nonconformists who prefers keeping options open.

Identity (-A/-T)

This aspect underpins all others, showing how confident we are in our abilities and decisions.

  • Assertive. Self-assured, even-tempered and resistant to stress. Refuses to worry too much and does not toil too hard when it comes to achieving goals.
  • Turbulent. Self-conscious and sensitive to stress. Likely to experience a wide range of emotions and to be success-driven, perfectionistic and eager to improve.

Type Groups

Depending on the combination of aspects your character has, it will fall into one of the following groups.

  • Analysts
    • Architect (INTJ). Imaginative and strategic thinkers, with a plan for everything.
    • Logician (INTP). Innovative inventors with an unquenchable thirst for knowledge.
    • Commander (ENTJ). Bold, imaginative and strong-willed leaders, always finding or making a way.
    • Debater (ENTP). Smart and curious thinkers who cannot resist an intellectual challenge.
  • Diplomats
    • Advocate (INFJ). Quiet and mystical, yet very inspiring and tireless idealists.
    • Mediator (INFP). Poetic, kind and altruistic people, always eager to help a good cause.
    • Protagonist (ENFJ). Charismatic and inspiring leaders, able to mesmerize their listeners.
    • Campaigner (ENFP). Enthusiastic, creative and sociable free spirits, who can always think positive.
  • Sentinels
    • Logistician (ISTJ). Practical and fact-minded individuals, whose reliability cannot be doubted.
    • Defender (ISFJ). Very dedicated and warm protectors, always ready to defend their loved ones.
    • Executive (ESTJ). Excellent administrators, unsurpassed at managing things – or people.
    • Consul (ESFJ). Extraordinarily caring, social and popular people, always eager to help.
  • Explorers
    • Virtuoso (ISTP). Bold and practical experimenters, masters of all kinds of tools.
    • Adventurer (ISFP). Flexible and charming artists, always ready to explore and experience novelties.
    • Entrepreneur (ESTP). Smart, energetic and very perceptive people, who enjoy living on the edge.
    • Entertainer (ESFP). Spontaneous, energetic and enthusiastic people, life is never boring with them.

OCEAN

This framework classifies an individual's personality based on the level of presence of five psychological traits.

The Big Five Personality Traits
Trait High Presence Low Presence
Openness to Experience Inventive/Curious Consistent/Cautious
Conscientiousness Efficient/Organized Extravagant/Careless
Extraversion Outgoing/Energetic Solitary/Reserved
Agreeableness Friendly/Compassionate Critical/Rational
Neuroticism Sensitive/Nervous Resilient/Confident

The 12 Jungian Archetypes

Jung defined twelve primary types that represent the range of basic human motivations. Every individual tends to have one dominant archetype that dominates his or her personality. These are divided in groups of four, depending on the achievement they are trying to realize.

  • Ego. Leave a mark on the world.
  • Order. Provide structure to the world.
  • Social. Connect to others.
  • Freedom. Spiritual journey to paradise.

1. Ego - The Hero

  • Motto: Where there’s a will, there’s a way.
  • Core Desire: To prove one’s worth through courage.
  • Goal: Expert mastery in a way that improves the world.
  • Greatest Fear: Weakness, vulnerability, being a “chicken”.
  • Strategy: To be as strong and competent as possible.
  • Weakness: Arrogance, always needing another battle.
  • Talent: Competence and courage.

2. Ego - The Magician

  • Motto: I make things happen.
  • Core Desire: Understanding the laws of the universe.
  • Goal: To make dreams come true.
  • Greatest Fear: Unintended negative consequences.
  • Strategy: Develop a vision and live by it.
  • Weakness: Becoming manipulative.
  • Talent: Finding win-win solutions.

3. Ego - The Rebel

  • Motto: Rules are made to be broken.
  • Core Desire: Revenge or revolution.
  • Goal: To overturn what is not working.
  • Greatest Fear: To be powerless or ineffectual.
  • Strategy: Disrupt, destroy, or shock.
  • Weakness: Crossing over to the dark side, crime.
  • Talent: Outrageousness, radical freedom.

4. Order - The Caregiver

  • Motto: Love your neighbor as yourself.
  • Core Desire: To protect and care for others.
  • Goal: To help others.
  • Greatest Fear: Selfishness and ingratitude.
  • Strategy: Doing things for others.
  • Weakness: Martyrdom and being exploited.
  • Talent: Compassion, generosity.

5. Order - The Ruler

  • Motto: Power is not everything, it’s the only thing.
  • Core Desire: Control.
  • Goal: Create a prosperous, successful family or community.
  • Greatest Fear: Exercise power.
  • Strategy: Chaos, being overthrown.
  • Weakness: Being authoritarian, unable to delegate.
  • Talent: Responsibility, leadership.

6. Order - The Creator

  • Motto: If you can imagine it, it can be done.
  • Core Desire: To create things of enduring value.
  • Goal: To realize a vision.
  • Greatest Fear: Mediocre vision or execution.
  • Strategy: Develop artistic control and skill.
  • Weakness: Perfectionism, bad solutions.
  • Talent: Creativity and imagination.

7. Social - The Lover

  • Motto: You are the only one.
  • Core Desire: Intimacy and experience.
  • Goal: Being in a relationship with the people, work and surroundings they love.
  • Greatest Fear: Being alone, unwanted, unloved.
  • Strategy: To be physically and emotionally attractive.
  • Weakness: Outward-directed desire to please others at risk of losing own identity.
  • Talent: Passion, gratitude, appreciation, and commitment.

8. Social - The Jester

  • Motto: You only live once.
  • Core Desire: To live in the moment with full enjoyment.
  • Goal: To have a great time and lighten up the world.
  • Greatest Fear: Being bored or boring others.
  • Strategy: Play, make jokes, be funny.
  • Weakness: Frivolity, wasting time.
  • Talent: Joy.

9. Social - The Everyman

  • Motto: All men and women are created equal.
  • Core Desire: Connecting with others.
  • Goal: To belong.
  • Greatest Fear: To be left out or stand out from the crowd.
  • Strategy: Develop ordinary solid virtues, be down to earth, the common touch.
  • Weakness: Losing one’s own self in an effort to blend in or for the sake of superficial relationships.
  • Talent: Realism, empathy, lack of pretense.

10. Freedom - The Explorer

  • Motto: Do not fence me in.
  • Core Desire: The freedom to find out who you are through exploring the world.
  • Goal: To experience a more authentic and fulfilling life.
  • Greatest Fear: Captivity, conformity, and inner emptiness.
  • Strategy: Journey, seeking out and experiencing new things, escape from boredom.
  • Weakness: Aimless wandering, becoming a misfit.
  • Talent: Autonomy, ambition, being true to one’s soul.

11. Freedom - The Sage

  • Motto: The truth will set you free.
  • Core Desire: To find the truth.
  • Goal: Understand the world through analysis.
  • Greatest Fear: Being duped, misled, or ignorant.
  • Strategy: Seeking out information and knowledge; self-reflection and understanding thought processes.
  • Weakness: Can study details forever and never act.
  • Talent: Wisdom, intelligence.

12. Freedom - The Innocent

  • Motto: Free to be you and me.
  • Core Desire: To get to paradise.
  • Goal: To be happy.
  • Greatest Fear: To be punished for being bad or wrong.
  • Strategy: To do things right.
  • Weakness: Boring for all their naive innocence.
  • Talent: Faith and optimism.

Ability Scores Generation

There are many ways a character's ability scores can be decided, but there's a key difference between all of them: they have randomness in them or they don't. From all possible methods, here are some presented to you.

(*) Of all methods mentioned below, only Traditional, Standard Array, and Point Buy are officially legal.

Random Methods

Random methods include rolling dice and luck. However, each method has its own floor and ceiling for potential outcomes, as well as higher chances to result in values around a certain range, rather than each possible result being equally probable.

  • Traditional. The tried-and-true. The legal method to roll for stats with a cushion for the worst roll of the lot.
  • Tame. A high floor and ceiling for potential results, but also a high chance of results being within 11-14.
  • Risky. Roll method with lower results than the traditional one, but a cushion for the worst possible outcome.
  • Riskier. Same as Risky, but without the cushion, resulting in even lower results in general.
Ability Score Rolling Methods
Method Description
Traditional 4d6, remove lowest roll
Tame 5d4
Risky 3d6, re-roll 1s
Riskier 3d6

Calculating Chance

Many combinations of dice exist to determine character scores, but when choosing one it is important to know the actual probability of all outcomes. To accomplish that, the website anydice.com makes it quite easy to visualize and compare the chances of different rolling methods.

For example, the outcome probability of all previously mentioned methods can be found through this link.

Non-Random Methods

These methods involve no randomness whatsoever, giving you full control to lay out your character's ability scores as you wish within certain limits.

  • Standard Array. You have the following scores: 15, 14, 13, 12, 10, 8. Choose a different one for each ability score.
  • Point Buy. All ability scores start at 8 and you have 27 points to spend. Increasing a score by 1 costs 1 point, but it costs 2 if the increase results in the score being above 13 (max of 15 for each ability score). Using the 5e Point Buy Calculator is a highly recommended tool for this.

Balanced Ability Scores

In the case of using a random method involving rolling to choose a character's ability scores, it is recommended that all players agree on a method to use in order to keep things fair.

Shared Rolling

Furthermore, for the party to have a similar power level, together as a group you can use any rolling method to create a 6-number array. Then, each player must allocate the resulting numbers as you would with the Standard Array method: a different one for each ability score.

 

Author's Note: Party Power Level

Shared Rolling is highly recommended. It allows for the randomness of dice to determine ability scores while also being fair for all players, avoiding the power disparity issues of individual players rolling much higher or lower than their peers.

 

Leveling Up

HP Increase Variants

Whenever a character levels up, he can choose from one of the following methods to determine his Hit Point increase.

  • Traditional Non-Random. Your Hit Dice average + 1 + your Constitution modifier.
  • Traditional Random. Roll of your Hit Dice + your Constitution modifier.
  • Low Risk Variant. Your Hit Dice average + 1 + your Constitution modifier + 1d4 - 1d4.
  • High Risk Variant. Your Hit Dice average + 1 + your Constitution modifier + 1d6 - 1d6.

If all players and DM agree, you can all use one of the two following methods instead of the previous ones.

  • Above Average Random. Identical to Traditional Random, but if you roll below your Hit Dice average you get the average instead.
  • Re-Roll Below Average. Identical to Traditional Random, but if you roll below your Hit Dice average you get to re-roll it once.

 

Author's Note: Balancing and Fun

Pushing your luck and rolling dice is fun, and with these methods you can choose your "acceptable degree of risk". Also, the reason there are "two sets" of methods is because the second is more advantageous than the first. Mixing them up is unfair to those that choose the first method.

 

ASI and Feats

Whenever there is an Ability Score Increase (ASI), players also gain a Feat. The Feat cannot increase an ability score already increased by the ASI.

If, as a player, you don't want to meddle with Feats consider checking Feats such as Skill Expert, Resilient, or the Armored feats, which are very simple and involve passive improvements that are not too difficulty to track or use.

 

Author's Note: Flavor vs. Power

Feats are a great way to add flavor to your character and customize it to your liking, but in comparison to an ASI they feel significantly weaker. I don't want to make my players choose between adding new fun ways to play their character or a boring, yet useful power increase, therefore I allow both as long as all players agree.

 

Abilities and Skills

Intelligence Grants Proficiencies

You gain or lose a number of languages, skill or tool proficiencies equal to your Intelligence modifier. If you can learn 3 or more proficiencies, you can expend 3 of them to gain Expertise in a skill or tool you are proficient in instead.

 

Expertise

Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

 

II. Playing the Game

Ability and Skill Checks

Triggers for Ability Checks

It is recommended that players do not request ability checks, and instead simply act in character, as in describing the action they want to perform, how they want to perform it, and its intended outcome. It is then up to the DM to interpret what ability check is in order to attempt the action described by the player, as well as the resulting outcome.

 

Author's Note: When to Roll

It is much more immersive and fluid when players simply act in character, describing their actions and intent, as the DM can then judge if a roll is necessary at all and which ability or skill would be related to the task at hand.

 

The Cost of Ability Checks

Attempting an ability check should imply meaningful consequences if it is unsuccessful one or several times. In other words, each task that requires an ability check should include one or more penalizations for failing it, such as:

  • Attempting the task is possible a limited number of times, either for anyone or yourself specifically.
  • Attempting the task affects further attempts, either for anyone or yourself specifically.
  • Attempting the check is physically or mentally taxing.
  • Attempting the check requires significant time.

For example, your character can attempt to persuade a noble, but failing the Persuasion check might imply that the conversation is taking too long in a time-sensitive moment, or that his opinion towards your character worsens, making it harder to try to persuade him again, or he might refuse to negotiate at all, be it with you or your fellow adventurers.

 

Author's Note: Consequences

A party of characters that can all attempt the same task or can repeat it at no cost will attempt it endlessly and eventually succeed. Attributing a cost to the task, be it effort, time, or limited attempts, creates risk, and a situation the players must think about instead of rolling until a high enough number eventually appears.

 

Skills with Different Abilities

When performing a skill check (and at the DM's discretion) a character may use a different ability modifier than the one usually used for that skill if it is reasonable given the situation, such as trying to intimidate an enemy with a display of raw strength and therefore using the Strength ability modifier for a Strength (Intimidation) check, instead of the regular Charisma (Intimidation) check.

Types of Ability Checks

Depending on the circumstances in which an ability check is performed, different rules can be considered.

Active Checks

You standard everyday check, relevant in situations that imply limitations, like limited attempts or time to succeed (see The Cost of Ability Checks).

If a character fails the same check three consecutive times but can succeed through a Passive Check he does so, reflecting the continued attempts leading to success.

Passive Checks

Passive checks represent the average result for a task done repeatedly or whether a character succeeds at something without explicitly trying, such as spotting a hidden enemy. A passive check is done through a passive score, calculated as:

10 + all modifiers that normally apply to the check
 

A character that has advantage or disadvantage on the check gains +5 or -5 to his passive score, respectively.

Assisted Checks

Multiple characters can work together towards the completion of a task, allowing the one with the highest ability modifier to make an ability check with advantage, reflecting the help provided by the other characters.

To do this, the task must allow for multiple people to work on it simultaneously and assisting characters must be capable of attempting the task alone. In combat, assisting characters must use the Help action as well.

Group Checks

When a number of individuals try to accomplish something as a group and everyone makes an ability check if at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

 

Assisted Check or Group Check?

If a task requires the entire group to succeed to be successful, then a Group Check is in order.

 

Rewarding Player Behavior

Inspiration Tokens

Inspiration Tokens, as we call them in this compendium, exist as mechanical advantages given to players by the DM, which they can use at will. As a DM, you may award a player with an Inspiration Token, among other reasons, for:

  • Role-playing. Performing a notable act that deeply coheres with your character's traits and motivations.
  • Courage. Taking a bold and personal risk or sacrifice, even when it isn't necessary for you to do so.
  • Originality. Doing something ingenious or creative to face a challenge or problem.
  • Victory. Achieving an important goal or surpass an outstandingly daunting challenge.
  • Drive. Acting to move the plot forward and prevent it from becoming stale, creating action.
  • Interpretation. Making a great impression of your character during a social interaction.

Players can accumulate up to 3 Inspiration Tokens. If a player is awarded with a token but he already holds 3, the token is lost.

 

Author's Note: Hoarding Tokens

Having a limit of 3 tokens allows the player to save them for important moments while preventing excessive hoarding.

 

Inspiration Token Uses

You can consume an Inspiration Token to use any of the following effects. Once you've used any of these effects, you cannot use another until the start of your next turn.

Stroke of Luck

You make the next attack roll, ability check, or saving throw with advantage.

Heroic Effort

You add a d6 to your attack roll, ability check, or saving throw after the roll is made, but before its outcome is determined.

Watch Out!

Whenever a character within 15 feet of you is hit by an attack or fails a Dexterity saving throw to avoid a harmful effect, you leap to its aid, moving to the nearest space within 5 feet of the character and making the attack miss or the saving throw automatically succeed, respectively.

PART 2

Combat

III. Combat Options

Action Options

Including the standard actions available in combat, such as Attack, Disengage, Dash, Dodge, or Help, the following actions are also available.

 

Source: Dungeon Master's Guide

Except for Sprint, all optional Actions (without personal modifications) are from the Dungeon Master's Guide, pp. 271-272.

 

Climb onto a Bigger Creature

Creatures can climb onto creatures that are one or more sizes bigger than them. After making any ability checks necessary to get into position onto the larger creature, it can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target's space and clings to its body, moving with the target and having advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult terrain, but if the smaller creature moves outside of that space then it stops clinging to the larger one.

The larger creature's ability to attack the smaller creature depends on the latter's location, and is left to the DM's discretion. The larger creature can dislodge the smaller one as an action by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm

A creature can use a weapon attack to knock a weapon or item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Shove Aside

A creature uses the Shove action to force a target to the side, making a Strength (Athletics) check with disadvantage contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If the shover wins the contest it moves the target 5 feet to a different space within its reach.

Mark

This option makes it easier for melee combatants to harry each other with opportunity attacks.

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. You can mark multiple targets at once.

Passing Through an Enemy

A creature can try to move through a hostile creature's space once during its turn by using Overrun or Tumble as an action or bonus action.

 

Moving Through Enemy Space

Remember that a creature can move through a hostile creature's space if it is at least two sizes larger or smaller than the opponent. Also, another creature's space counts as difficult terrain.

 

Overrun

A creature tries to force its way through by overrunning the hostile creature, contesting in a Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller.

Tumble

A creature tries to tumble through an hostile creature by ducking and weaving past it, contesting in a Dexterity (Acrobatics) check.

Sprint

A creature sprints in a straight line, doing nothing else for the entirety of their turn except for reactions triggered outside of it. While sprinting, your movement speed is five times the usual, but opportunity attacks provoked during the sprint are made with advantage.

Bonus Action Options

Interaction as a Bonus Action

You can perform an Interaction as a Bonus Action, mostly useful for drawing a weapon after you've stowed another.

Drinking Potions as a Bonus Action

You can take a potion as a Bonus Action, instead of an Action. Making another willing creature drink it, conscious or otherwise, requires an Action. You can only drink a single potion per turn.

Movement and Positioning

Flanking

When a creature and at least one of its allies are adjacent to an enemy on opposite sides or corners of the enemy's space, they are flanking that enemy. If one of the two creatures attacks the flanked enemy, the other can use his reaction to assist the attack, granting it advantage.

To determine whether an enemy is flanked or not, draw an imaginary line between the center of the two attackers attempting to flank it. If the line crosses opposite sides of the enemy's sides, then the enemy creature is flanked by them.

 

In-Reach Opportunity Attacks

You can make an opportunity attack when a hostile creature that you can see moves more than 5 feet while within your reach in a single turn or if it moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature makes the move that triggers it.

 

Author's Note: Combat Positioning

The default Flanking rules and Opportunity Attack rules make it too easy to position yourself to gain advantage at no cost. These new rules allow for creatures to gain that advantage, but it requires better positioning and the use of a reaction, the same resouce needed for opportunity attacks, among some spells and character features.

 

Simultaneous Initiative

Whenever two characters roll the same initiative in combat, they can make the turn simultaneously, instead of one after the other (although that is also an option).

Knocking out a Creature

Whenever you reduce a hostile creature to 0 hit points through an attack, you can choose to knock it out instead of outright killing it. The hostile creature is rendered unconscious and is unstable. Alternatively, you can declare your intention of knocking out the hostile creature before you make the attack roll, if you do so you have disadvantage on the attack roll, but if you reduce the opponent to 0 hit points it is rendered unconscious and is stable.

 

Author's Note: Risk

This rule creates a risk factor to trying to knock out an opponent: you either attack recklessly and provide medical care soon after, or perform the attack carefully to avoid potentially killing the target accidentally.

 

Two-Weapon Fighting

No Bonus Action Cost

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can also attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the additional attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Spellcasting

Burst Concentration

You can concentrate on multiple spells at once during a single turn. If at the end of your turn you are concentrating on multiple spells, you must abandon concentration on all of them except for one.

IV. Attacks and Damage

Massive Damage

When a creature takes damage from a single source that is equal or greater than half his hit point maximum it must succeed on a DC 15 Constitution saving throw or suffer a random effect from the System Shock table if it is not reduced to 0 hit points, or one from the Expanded Lingering Injuries table if it is.

System Shock
d10 Effect
1 The creature drops to 0 hit points.
2-3 The creature drops to 0 hit points but is stable.
4-5 The creature is stunned until the end of its next turn.
6-7 The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.
8-10 The creature can't take reactions until the end of its next turn.
Expanded Lingering Injuries
d100 Injury
1-2 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
3-4 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
5-6 Lose a Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
7-8 Lose an Ear. You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on hearing. You have advantage on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost ear.
9-10 Lose Nose. You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on smell. You have advantage on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost nose.
d100 Injury
11-15 Blurred Vision. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.
16-20 Broken Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the bone with a DC 15 Wisdom (Medicine) check and you spend thirty days doing nothing but resting.
21-25 Broken Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the bone with a DC 15 Wisdom (Medicine) check and you spend thirty days doing nothing but resting.
26-30 Ringing Ears. You have disadvantage on Wisdom (Perception) checks that rely on hearing. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.
31-35 Limp. Your walking speed is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.
36-40 Lose a Finger. You have disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. Magic such as the regenerate spell can restore the lost finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand.
41-45 Break a Finger. You have disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with the broken finger. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the finger with a DC 10 Wisdom (Medicine) check and you spend ten days doing nothing but resting.
46-50 Break an Item. A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 the item is any weapon that isn’t a shield or weapon.
d100 Injury
51-55 Teeth Knocked Out. You have disadvantage on Charisma (Persuasion) checks. When you cast a spell with a verbal component a verbal component, roll a d20, on a 1, the spell fails and the casting is lost. The injury heals if you receive magical healing.
56-60 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten success, the injury heals.
61-65 ** Open Wound.** You lose 1 hit point every hour the wound persists. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every hour. After ten success, the injury heals.
66-70 Skull Fracture. Whenever you attempt an action in combat, you must make a DC 20 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend thirty days doing nothing but resting.
71-75 Punctured Lung. You can take either an action or a bonus action or your turn, but not both. The injury heals if you receive magical healing. If you puncture both lungs your hit points drop to 0 and you immediately begin dying.
76-80 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.
d100 Injury
81-85 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
86-90 Horrible Scar. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the injury.
91-95 Painful Scar. You have a scar which gets painful whenever it rains, sleets, hails, or snows. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing.
96-100 Minor Scar. The scar doesn't have any adverse effect, but chicks dig it. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Sources

Massive Damage, Dungeon Master's Guide, pg. 273, Injuries, Dungeon Master's Guide, pg. 272, Expanded Lingering Injuries, Xanathar's Lost Notes to Everything Else, pp. 54-55.

 

Hitting Cover

When a ranged attack misses a target that has cover, but that attack would have hit the protected target without cover, then the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.

Cleaving Through Creatures

When a melee attack reduces a creature to 0 hit points, if the damage dealt is superior to the target's maximum hit points, the attacker can target another creature within reach and within 5 feet of the previous target to inflict the remaining damage. This process can be repeated multiple times.

Critical Hits

Brutal Critical

Instead of rolling the damage dice twice, a critical hit adds the maximum possible result of the damage dice to the roll.

This does not apply to other damage dice involved in the attack, such as from the rogue’s Sneak Attack, the half-orc's Savage Attacks, or the paladin's Divine Smite.

Critical Success

If you roll two natural 20s in an attack made with advantage, roll a d100 on the Critical Success table to decide an effect on top of the regular additional damage from the critical hit.

Critical Fumble

If you roll two natural 1s in an attack made with disadvantage, roll a d100 on the Critical Fumble table to decide an effect on top of missing the attack.

 

Sources

Massive Damage, Dungeon Master's Guide, pg. 273, Injuries, Dungeon Master's Guide, pg. 272, Expanded Lingering Injuries, Xanathar's Lost Notes to Everything Else, pp. 54-55.

 

Falling to 0 Hit Points

Hit Point Indicators

A creature that is below half its maximum hit points is considered as "bloodied". If it is below 10 hit points, it is considered "mortally wounded". These two indicators are visible for anyone that can see the creature.

At Death's Door

Whenever you are reduced to 0 hit points, you must succeed on a DC 15 or half the damage you take, whichever is higher, Constitution saving throw or fall Unconscious. If you succeed, you are Incapacitated, fall Prone, and can only crawl until you regain hit points.

Either way, you are Unstable and must roll a death saving throw at the beginning of your turns until you regain hit points, die, or stabilize. You regain 1 hit point after 1d4 hours.

Battle Exhaustion

Whenever a creature is reduced to 0 hit points it gains a level of exhaustion. All levels of exhaustion gained this way are removed once the creature performs a short or long rest.

Secret Death Saves

Death saving throws are done by the DM in secret. However, if you try to stabilize an unstable creature but fail, you know how many death saving throws it has failed thus far.

Last Stand

If you are still alive immediately after making a death saving throw, but still at 0 hit points, you can choose to start a Last Stand, which instantly grants you the benefits of a long rest.

However, at the end of each of your turns from that point onwards, you must succeed on a Constitution saving throw of DC 5 which increases by 5 for every turn you have survived the Last Stand. Whenever you fail the saving throw or fall to 0 hit points, whichever happens first, you die.

Undead Characters

A character who perishes in the course of a campaign might return as a Hollow One, created by the mysterious forces or unnatural magic.

Ageless. You don't age, and effects that would cause you to age don't work on you.

Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

 

Source

Exporer's Guide to Wildermount, pp. 181-182.

 

V. Adventuring Options

Healing

Healer

Everyone has a modified version of the Healer's feat, which works like this:

  1. When you use a healer's kit to stabilize a dying creature, make a DC 15 Wisdom (Medicine) check. If you succeed, the creature regains 1 hit point, otherwise it is stabilized.

  2. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your Wisdom (Medicine) modifier (minimum of 1) hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Healing Surges

As an action (or bonus action for a more heroic feel), a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character who uses a healing surge can't do so again until he or she finishes a short or long rest.

Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).

Rests

Quick Short Rests

A character can perform a short rest in 10 minutes, instead of 1 hour. However, a character that rests this way cannot spend any Hit Dice after finishing the rest unless it expends one use of a healer's kit to tend its wounds.

VI. Managing Combat and Enemies

Handling Combat Duration

The Yazan Rule

If you, as a player, declare your Action within 6 seconds of beginning your turn, you gain a +1 on the first attack or check you make in that turn (as long as the Action performed is the one you declared).

Party Planning

At the start of every round, players have a real-life minute to discuss their strategy for the following round, afterwards the round begins. In the midst of a round, players can only use combat-limited communication through their characters, like few and quick sentences.

Enemy Management

Morale

A creature might flee or surrender when a fight turns against them, such as when:

  • It is surprised.
  • It is reduced to half its hit points or fewer for the first time in battle.
  • It has no way to harm the opposing side on its turn.

A group of creatures might flee or surrender under any of the following circumstances:

  • All the creatures in the group are surprised.
  • The group’s leader (or creature with highest Charisma) is reduced to 0 hit points.
  • The group is reduced to half its original size with no losses on the opposing side.

To determine whether a creature or a group of creature flees or surrenders, make a DC 10 Wisdom saving throw for the creature or the group’s leader. If the opposition is overwhelming, the saving throw is made with disadvantage. On a failed save, the affected creature or group flees or surrenders if no escape route is available. A surrendered creature or group will resume combat if attacked by its captives and is unlikely to surrender again.

Mobs

The DM can choose to handle a mob of creatures in combat using these rules. Instead of rolling an attack roll, determine the minimum d20 roll a creature needs in order to hit a target by subtracting its attack bonus from the target’s AC. You will need to refer to the result throughout the battle so it’s best to write it down.

Look up the minimum d20 roll needed on the Mob Attacks table. The table shows you how many creatures need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target. If one of the creatures deals more damage than the rest, assume it is the one that hits the attack.

Mob Attacks
d20 Roll Needed Attackers Needed for One to Hit
1-5 1
6-12 2
13-14 3
15-16 4
17-18 5
19 10
20 20

Minions

The DM can choose to assign a large group of weak enemies as minions, which have 1 hit point each. A missed attack never damages a minion and saving throws that would make it take half-damage if succeeded inflict no damage instead. A minion always deals average damage on hit.

PART 3

Social Interaction

VI. Social Interaction

Affinity

TODO

Getting Drunk

TODO

PART 4

Exploration

VI. Simplified Survival

Automatic Supplies

It is assumed that a character that has had recent access to services that offer food and shelter carries some supplies. Depending on the time that has passed since a character last had access to the aforementioned services, one of three survival modes is in effect.

Survival Modes
Mode Condition
Secured You currently have access to services that provide food and shelter.
Supplied You have had access to services that provide food and shelter in the last 5 days.
Unsupplied You've had no access to services that provide food and shelter for more than 5 days.

Secured

Every day, you can pay one of the prices in the Lifestyle Expenses table to cover your daily needs of food and drink.

Lifestyle Expenses
Lifestyle Price/Day
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Supplied

Every day, you can pay one of the prices in the Meals table to cover your daily needs of food and drink.

Meals
Meals Price/Day
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp

Unsupplied

Every day, you must eat the necessary amount of food and water by consuming resources manually.

Food

A character needs one pound of food per day. Half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum of 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating sets the count of days without food back by one, instead of being reset as per PHB rules.

Water

A character needs one gallon of water per day, or two if the weather is hot.

A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with even less access to water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Food and Water Needs
Meals Price/Day Price/Day
Tiny 1/4 pound 1/4 gallon
Small 1 pound 1 gallon
Medium 1 pound 1 gallon
Large 4 pounds 4 gallons
Huge 16 pounds 16 gallons
Gargantuan 64 pounds 64 gallons

Acquiring Food and Water

Foraging

Characters can gather food and water as the party travels at a normal or slow pace. A foraging characters makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region.

Foraging DCs
Food and Water Availability DC
Abundant food and water sources 10
Limited food and water sources 15
Scarce, if any, food and water sources 20

On a succesful check, roll 1d6 + Wisdom modifier to determine how many pounds of food the character finds. Repeat the roll for gallons of water. Food spoils after a single day if uneaten.

Butchering

Dead creatures can be butchered, but the meat they yield spoils after a single day if uneaten.

Creature Food Yield
Food and Water Availability DC
Tiny 1 pound
Small 4 pounds
Medium 16 pounds
Large 32 pounds
Huge 64 pounds

Spoiled Food

Foraged or butchered food spoils after a single day if uneaten. Eating spoiled meat requires to succeed on a Constitution saving throw of a DC equal to 15 + the amount of days it has been spoiled for, or become poisoned for 1d4 hours.

VII. Traveling and Environment Hazards

Falling

At the end of a fall, a creature takes bludgeoning damage based on the distance it fell (see "Fall Damage"). The creature lands prone, unless it avoids taking damage from the fall.

Fall Damage
Distance Fallen Damage Taken
Up to 50 feet 1d6 per 10ft fallen
51 feet - 100 feet 1d8 per 10ft fallen
101 feet - 150 feet 1d10 per 10ft fallen
More than 150 feet 1d12 per 10ft fallen

For example, a creature that has fallen 125 feet would take 12d10 bludgeoning damage, 1d10 per 10 feet fallen since the distance is greater than 100, but less than 150. There is no limit to how much fall damage you can take.

 

Authors Note: Deadly Falls

The regular rules for fall damage work in small distances, but do not for larger ones, in the sense that it is not rare to survive them, especially at mid to higher levels. This change makes greater falls deadlier so that they become a real threat.

 

"Click" Traps

Whenever a character triggers a trap, the DM says “Click” out loud. Before knowing any of the trap’s effects, the characters nearby can expend a reaction to attempt to counteract them, however this reaction must be realistically possible within the timeframe of about half a second and such be extremely fast.

At the DMs discretion, the players gain advantage or disadvantage on the trap’s saving throw, or other beneficial or detrimental effects depending on their chosen reaction.

PART 5

Items and Spells

III. Items & Spells

Items

Sane Magical Prices

The prices used for magical items are the ones listed on Sane Magical Prices.

Anyone Can Use Spell Scrolls

Anyone can try to cast a spell using a spell scroll. However, if the spell cast by the scroll is not part of the spells your class can learn, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level to cast it, otherwise the scroll is consumed and produces no effect.

Healer's Kit

Everyone has the Healer feat by default. (TODO: Add something requiring a Medicine check, having a medic specialization is cool.)

Variant: Encumbrance

If you carry weight in excess of 5 times your Strength score, you are encumbered and your speed drops by 10 feet.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, your speed drops by 20 feet, and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

(TODO: Faster Item Attunement)

Simultaneous Initiative

PART 6

Character Traits

Credits

TODO

Part Image Credits:

  • Cover: https://www.deviantart.com/moulinbleu/art/the-Dungeon-Master-365881616
  • Part 1: https://www.artstation.com/artwork/lxxara
  • Part 2: https://www.artstation.com/artwork/Q2ZVB
  • Part 3: https://www.behance.net/gallery/65210337/The-Elder-Scrolls-Legends
  • Part 4: https://ericbelisle.blogspot.com/2017/11/d-5e-158340-adventurers-exploring.html
  • Part 5: https://dnd.wizards.com/articles/features/excerpt-magic-items-art
  • Part 6: https://www.artstation.com/artwork/D5GoRO

Image Credits:

  • Character Creation and Development: https://www.nicepng.com/maxp/u2t4o0u2o0a9r5a9/
  • Rewarding Player Behavior: https://www.pinterest.es/pin/666673551085807872/

Homebrew Optional Rules Sources:

  • https://youtu.be/tqebcPfY51M
  • https://youtu.be/ml6n_LDCEj4

Practice

Safe

Homebrewing

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Cover Art: Skiorh

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