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 House Rules for 5e

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Posts : 28
Join date : 2017-08-03
Age : 38
Location : Selleck washington

PostSubject: House Rules for 5e   Sun Aug 06, 2017 6:49 am

Game mechanics:
• I will be enforcing encumbrance rules.
• I will be enforcing Training to level up during downtime as found in the DMG pg. 131. This also opens up training as a reward, in a new skill, tool, or feat, for free outside of class progression.
• Magical item creation will be possible in this game, completely depending on if the PC can either cast the magic’s or work with someone who can, make master crafted items (through skill and tools), has specific materials (mundane, master crafted or exotic) and lastly a recipe to tie it all together. Recipes will be a treasure to be found and traded and used in my game.
• Healer’s Kit Dependency: A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.
• Disarm action can be used (DMG pg. 271)
• Overrun action can be used (DMG pg. 272)
• Shove Aside action can be used (DMG pg. 272)
• Tumble action can be used (DMG pg. 272)
• Injuries will be used at DM’s discretion for critical hits….
• Death by Massive Damage will be used (DMG pg. 273)
• Morale will be used at DM’s discretion
VOID HUNTER & BOUNDARY WARDENS: You have been trained in the Boundary Lands at one of the Fortresses (Darthas Hold, Kipemen Keep, Baldas Keep, Fort Tathos or Port Ellegoth) by the Legion Masters. Void Hunters are elite trackers and inquisitors sworn to the duty of protecting the World from the horrors of the Void. Boundary Wardens are duty and oath bound protectors of the World who patrol the wastelands next to the Void cracks and police the nearby Fortresses. Void Hunters are trained to hunt down all creatures and cultist who have either been infected with the “madness” or escaped from the Void itself. Both seek out the corrupting touch of the madness and chaos contained inside the Void and burn it out. In generations past, Void Hunters and Boundary Wardens where strictly native to the Boundary Lands, but since the weakening of the Barrier and the appearances of Void Rifts or Cracks, now people from all over the World are becoming Void Hunters and Boundary Wardens. Each Fortresses stresses a unique form of training for hunting Void spawn and survival in the harsh lands near the Void Cracks/Rifts. But fundamentally each are also alike. When you choose Void Hunter or Boundary Warden Background you will automatically gain:

WEAPON PROFECIENCY: Simple Melee and Simple Ranged,
SKILL: Survival
ITEMS: Explorer’s pack, Dagger

Then choose a Fortress where you received your training. Each Fortress is unique:

Darthas hold is home to not only many humans, but a lot of dwarven allies. Survivors of Twin Halls, these dwarven refugees came to Darthas Hold over a 150 years ago, driven from their home by twisted Void-touched Orc and goblins of the Black Blood Tribe. Since moving in to the human fortress, the dwarves have sworn their allegiance to the Boundary Lands oaths and have taken up the duty of guarding the New World from the horrors of the Void. Also they offer their craftsmanship and stone working knowledge to Darthas Hold and have improved its fortifications tenfold.

TOOL PROFIENCY: your choice between Artisan Smiting Tools or Mason Tools.
SKILL: History
ITEMS: Either a shield or Tabard bearing the crest of Darthas Hold, a pair of smiting hammers crossed in front of a snow-capped mountain. And either tool proficiency you choose.

At the heart of Kipmen Keep is monastery dedicated to the Order of the Fallen Ash. Many of the Void Hunters and Boundary Wardens who come from Kipmen Keep train with the monks of the Fallen Ash.

SKILL: Choose 1 from these 3: Insight, Athletics or Stealth
TOOL: Choose 1 from these 3: gaming set, Musical instrument or Herbalism kit
Item: the Tool you choose plus a healer’s kit.

Baldas Keep revere the tales of brave General Gaverael Landragon and his golden dragon steed, Argantis. These stories of Dragon riding Knights have come to create the Knights of the Gold Dragon. Here Void Hunters and Boundary wardens swear their Fealty and Oath to the Knights. To uphold their morale’s and values, and their code of honor while maintaining their duties as Void Hunters and Boundary wardens.

SKILL: Choose 1 from Perception, Persuasion or Animal Handling (Riding)
Item: Either a shield or Tabard bearing the crest of Baldas Keep (a skyrim-styled dragon colored gold)

Fort Tathos is the capitol city of the Boundary lands and also its cultural center. Home to vast schools and libraries, all knowledge here is sacred and protected. Many magic-using Void Hunters and Boundary Wardens train at Fort Tathos.

SKILL: Choose 1: Arcana, History or Religion
TOOL: An artisan’s tool of your choice or Herbalism kit
ITEMS: your choice of Artisan’s tool, an Herbalism kit, Arcane Focus or Holy symbol

Port Ellegoth is vast trading hub and port to the impressive Boundary lands naval fleet which protect the land from the Void-touch beast of the Blood Sea.

SKILL: Choose 2: Acrobatics, Athletics, Sleight of Hand or Stealth
TOOL: Choose 1: Thieves Tools, Navigator’s tools, Poisoner’s kit, Forgery kit, Disguise kit, Gaming set or a musical instrument of your choice.

Void-Touched: Sometimes people are fascinated by the strange or the unexplainable. Others seek out madness to comfort their own. Some people are just born broken and are easily corrupted by supernatural powers. Whatever might be the reason, corruption by the powers and creatures contained inside the Void is a real thing. Tentacles creatures from Far realm, mad-twisted Demons and undead created by the Lord of Madness himself fill the Void, and their psychic energy flows forth into the world through “cracks” in the Barrier. To take the Void-touched background the character must be of a chaotic alignment.

SKILLS: Choose 2: Arcana, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Religion or Stealth
ABILITIES: Choose 1 set of changes: Add +2 to either Strength or Dexterity but must -1 from both Intelligence and Wisdom; or add +2 to either Intelligence or Wisdom but must also -1 from strength and dexterity. The other is to +2 to constution, but also -2 to charisma. Lastly you can also +2 to constitution, but then change -2 to your charisma.

Cleave: Prerequisite: Str: 15
• When your melee attack reduces a creatures HP to 0, any excess damage from that attack will carry over to an adjacent monster. The attacker targets another creature within reach and if the original attack roll can hit it, applies any remaining damage to it. The number of targets you can hit this way is determined by your proficiency bonus. Example, Rael swings his longsword at 3 goblins with 5 HP each. If he did 15 pts of damage in 1 strike he would be able to kill all 3 goblins at 1st level.
• Increase your strength or constitution by +1 to a maximum of 20.
• Gain advantage with Intimidation skill when you have more Hit Dice than your opponent

Void Hunter/Boundary Warden Basic training: Prerequisite: Void hunter/Boundary Warden Background
• Gain Void sense: Sense any visible Void-touched and based creature up to 60’ around you.
• Double your proficiency bonus to your Survival skill when tracking Void-touched and based creatures
• Gain advantage with all attack rolls against rend-touched and based creatures

Void Hunter/Boundary Warden Intermediate training: Prerequisite: Void Hunter/Boundary Warden Basic training
• Gain Void Sight: See all Void-touch and based creatures and energies. Even when they are invisible.
• You can mark a single Void-touch and based creature you are in combat with and all their attacks rolls, ability rolls and saving throws gain disadvantage from your attacks & spells.
• Increase your class main stat by +1, to a maximum of 20. Example Raymus Blackwing is a Mage Void Hunter, he raises his Intelligence by +1

Void Hunter/Boundary Warden Advanced training: Prerequisite: Void Hunter/Boundary Warden Intermediate training
• Add +1 to your proficiency bonus to all skills, attack rolls, saving throws and damage rolls when in combat against a Void-touched Based creatures.
• Gain resistance to all spells casted by Void-touched and based creatures

Void-touched Contract: Prerequisite: Void-touched Background
• Alien bile: Produce poisons fluid through your own orifices that can corrupt others. If this vile substance is added to another orally or injected, it gives you the ability to charm them if they fail a saving throw. If the subject makes the saving throw, they take 1d6 psychic damage. The saving throw is based 8 + character level + Wisdom or Intelligence bonus (whichever is higher)
• -1 to your charisma due to your smell
• Gain advantage to saving throws vs. poison and psychic attacks

Void-touched Devotion: Prerequisite: Void-touched Contract
• All spells and spell-like abilities gain 1d6 psychic damage
• Gain the ability to see into the future slightly, gain advantage against all Strength, Dex and Con-based saving throws and contests in combat. Out of combat gain advantage to Perception, stealth, athletics and acrobatic skills.
• Choose one: +1 to AC and -1 to Charisma from Alien Ritual to use runes to “Harden” your body, or add +1 to spellcasting DCs and Spell Hit rolls and -1 to Wisdom as you discover new alien knowledge

Void-touched Zealot: Prerequisite: Rend-touch Devotion
• Gain the ability to cast spell-like abilities at the cost of your own stats. Choose 2:
• Cast Conjure Void-Spawn (CR 4 or lower) 3/day but take -2 to wisdom stat
• Cast Confusion 3/day but take -2 to Intelligence stat
• Cast Contagion 3/day but take -2 to Con stat
• Dimension Door 3/day but take -2 to Strength stat
• Add your proficiency bonus to your Alien Bile ability, increase the psychic damage to 3d6, and choose to have the poison Paralyze instead of Charm when created. But take -2 to Charisma stat

Elemental Touched Origin for Sorcerer:
• Elemental Proficiency: At first level choose a type of elemental affinity you want (Fire, Cold, Acid, Sonic, and Lightening). You gain additional 1d6 damage to any spell that has this damage in it.
• Elemental Awareness - At 6th level gain resistance to whatever element you choose with Elemental Proficiency.
• Elemental Companion – at 14th level, you can cast Conjure Elemental (same kind of element you are proficient with) per the 5th level spell without taking a sorcery point or spell slot as a bonus action
• Elemental Mastery – at 18th level choose 1 of the following: Choose another Element to be proficient and aware of, or Master your current Element which includes adding your proficiency and charisma bonus to all spell damage rolls to spells associated with your Element (if they don’t already have that bonus tied into it.). Also with Mastery you can now cast your elements cantrip as a bonus action every turn. For example an 18th level sorcerer could cast a Heighten & Empowered 9th Fireball, and a Fire Bolt cantrip while having his Fire element he summoned the round before attack. You cannot take 2 bonus actions in a turn, so no triple casting spells with quickened spell.

Weapon and Armor quality cannot be stack, a single property per item. But it can be stacked with an exotic material. All magical weapons and Armor must be Masterwork Superior before being enchanted. The enchantment is not stacked with the Quality bonus, but is incorporated. A masterwork superior longsword enchanted to be a longsword +1 only gives a bonus +1 to hit not +2 to hit

Weapon quality:
Masterwork Superior – adds +1 to hit, Cost +500 gp
Masterwork Balance – adds +1 to initiative, cost +300 gp
Masterwork Keen edge – weapon crits on a natural roll of 19 or 20, cost +450 gp
Masterwork Momentum –2 handed blunt weapons, minimum Str – 16, add +1 to damage and 25% chance to knock prone (in other words roll percentage dice, if success, roll STR based contest with opponent to knock prone) cost +500 gp

Armor quality:
Masterwork Fitting (Light armor only) – adds +1 to AC for Light Armor, ½ less weight, cost +500 gp
Masterwork Fitting (Medium armor only) – adds +1 to Dex mod bonus, 1/3rd less weight, cost +500 gp
Masterwork Fitting (Heavy Armor only) – adds Dex mod bonus (+1 max) to armor, ¼ less weight, cost +650 gp
Masterwork Shadow armor – removes disadvantage from armor, dyed black, cost +250 gp
Masterwork Reinforcement (Medium armor only) – adds +1 to AC and 5 ibs to weight of armor, cost +500 gp
Masterwork Reinforcement (Heavy Armor only) – adds +1 to AC and 7 ibs to weight of armor, cost +750 gp
Masterwork Reinforcement (Shield only) – adds +1 to AC and 2 lbs to weight of shield, cost +200 gp

Item quality –
Master craftsman tools/kit/instrument – when using a master craftsman tool/kit/instrument, gain advantage also to your skill roll, +100 gp to cost
Masterwork Vehicle – gain ½ again as much weight capacity and travel speed, +1500 gp to cost
Unique Mount – a legendary breed and stock of animal that gains ½ again as much weight capacity and travel speed, +400 gp to cost
Blessed Holy Symbol – a uniquely crafted (usually with expensive metals or semi-precious stones) Holy symbol, blessed by a divine Ritual, the caster chooses at the beginning of the spell which effect they want. Either the caster gains +1 to spell hit or +1 to spell DC, cost +500 gp
Imbued Arcane Focus - a uniquely crafted (usually with expensive metals or semi-precious stones) Arcane Focus, Imbued with magic by an Arcane Ritual, the caster chooses at the beginning of the spell which effect they want. Either the caster gains +1 to spell hit or +1 to spell DC, cost +500 gp
Sacred Druidic Focus - a uniquely crafted (usually with expensive metals or semi-precious stones) Druidic focus, blessed by a divine Ritual, the caster chooses at the beginning of the spell which effect they want. Either the caster gains +1 to spell hit or +1 to spell DC, cost +500 gp

Unique raw materials:
Adamantine (medium & heavy metal-made armor only) – due to the ultra-hardness of this space (meteor) metal and also its rareness, armors crafted from this material gain the following properties. Gain resistance to all non-magical piercing and slashing damage (including natural claw and bite attacks unless the monster description and or DM says their attacks count as magical), cost +10,000 gp for medium armor, +15,000gp for heavy armor

Adamantine (shield) – gain 20% chance to avoid a critical hit damage. In other words cancel the additional damage from an opponent’s critical hit. Cost +2,000gp

Adamantine (weapon) - +1 to hit and +1 to damage whenever you have advantage against an opponent. Cost +3,000 gp

Ironwood (weapons & ammunition) – This thick rare type of wood is only found in the northern forests of the New World. Can only be crafted into natural wood weapons and ammunition, examples would be Quarterstaff, Short bow, arrows and nuanchuks. Weapons and ammunition crafted from Ironwood gain +1 to damage, but also gains 1/2 more weight. Ironwood Ammunition cannot stack bonus with an Ironwood bow. Cost +300 gp for weapons, +150 gp per 20 pcs.
Ironwood (Shield) – gain +1 to AC and 10 ibs to weight, stacks with Masterwork Reinforcement, cost for just material is +450 gp

Dragonhide (Padded, leather, studded leather, hide, scale mail, Ring mail and Splint armors only) – Depending on the color of the dragonhide you gain resistance to that color of dragon breath. In other words, Leather armor crafted with Red Dragonhide would imbue the wearer with resistance to Red Dragon breath. Druids are allowed to wear these armors if they have the right proficiency for it. Add +1,000 gp to cost

Dragonhide (Shield) – Dragonhide stretched over a shield imbues the wearer with advantage against saving throws of that type of dragon’s breath. In other words, a shield made from Blue Dragonhide would gain an advantage against Blue Dragon breath. Add +500 gp to cost

Mithral (medium armor) – This rare and silvery armor is as strong as steel but only half the weight, treasured by elves and dwarves alike. For medium metal-made armors, increase the max Dex mod. Bonus by +1, and lose ½ the weight of the armor. +4,000 gp to cost

Mithral (Heavy armor) – For Heavy metal made armors, all strength based movement restrictment (so a strength 14 fighter can move full speed in Mithral Plate mail) and use your Dex mod. Bonus (max of +1) to AC. The weight of the armor is halved. +9,000 gp to cost
Mithral (metal-made weapons) – gain +1 to initiative and halve the weight of the weapon. If the weapon is a single hand, gain light property. +1,000 gp

Edit to House Rules for 5E.

I will not be enforcing the following house rules any longer -

1) flanking
2) death by massive damage
3) training
4) spell components UNLESS they are expensive (10 gp or greater) or rare or exotic materials that would involve possible side questing to get.
5) Ritual components will be enforced.

But, I will probably be introducing a Fumble/critical hit table for future games.

it disadvantage to a called shot and head shots killed zombies instantly

Okay, now that I have had some time to look over the rules a bit about Parry and damage types, I do have to agree with Chris and Harp saying that the Fighter's parry would block both piercing and poison damage.

And so here are some things to keep in mind when moving forward with the game -

Sight and Gaze attacks - a player can in fact advert his eyes away from a monster with a Gaze attack. If that character wishes to attack the monster though, will gain the status of Blinded.

When attacks have additional damage types (for example XD6+2 blunt damage plus XD6 fire damage) the whole amount of damage together can be counted when reactive abilities allow characters to negate that damage. So as an example, Lynch is struck by a Medusa's snake hair. He takes 1D4+2 piercing damage and 4D6 poison damage. Lynch is a fighter and uses his Parry reaction to negate 1D8+7 damage of the single attack. The medusa rolls 5 piercing damage and 12 poison damage, the parry negates the 5 piercing and then 2 of the poison, hence Lynch takes a total of 10 points of poison damage.

The real question would be, does the warrior get to decied what type of Damage he negates with his Parry?

For example, say Howl of Winter has a Flame tongue weapon and is attacking a Ice troll who are vulnerable to Fire, but the Ice Troll has a reactive ability to negate X amount of damage by parry. Now Howl hits the Ice troll and rolls 1d8 slashing and 1d6 fire damage. Can the Ice troll choose which damage to negate with his parry since it is vulnerable to fire?

I will be using the DM variant rule of identifying magical items. Items will be identified fully by the spell Identify. This negates the rule of studying the item for a short rest to fully identify. This does not affect potions or scrolls.

For purposes of vulnerable, damage would be doubled befor reactions can be taken: this gives the total damage from which such an ability would affect.

As far as damage type, that is a good question. Lunch could take Heavy armor mastery feat, which would give him a damage reduction. Should he parry poison damage, he could let his other feat negate some of the piercing damage.

I am inclined to say damages are removed in a "reverse order" than how they are listed under the attack. Therefore, 1D4 piercing plus 3D6 poison damage, the poison damage would be parried first, with the remainder applied to piecing, if it is sufficient.

So an example as above would be:
Lynch is bit by the medusa. He takes 4 piercing damage and 12 poison damage. His party reaction ability is rolled, and removes 8 damage. This damage is taken from the poison total. His heavy armor mastery feat is then applied to the peircing damage, and removes 3 points. This means Lynch takes 5 points of damage, 1 peircing, 4 poison. (This is how I think it should go)

Alternatively, the player could decide which damage is parried, and which order damage reducing effects are applied. With this in mind, Lynch would have his Heavy armor mastery feat applied first, reducing the peircing damage to 1. Then parrying the attack with his reaction for 8, reducing the peircing to 0, and the poison by 7, for a total of 5 damage, all of it poison. As you see, it is the same total damage, but a different amount of damage type.

I put in the heavy armor mastery feat to help with addition complications. Lynch does not, to my knowledge, have this feat.

so this is from one of the co designers of 5th

   Parry doesn't say how to deal with different damage types, so I'd let the player decide how to apply the reduction.


Since you are using the pg.135 Variant Rule: More Difficult Identification, would you please consider putting Identify on the sorceror spell list for spells sorceror can learn?

In all previous editions, sorceror could learn Identify, because Identify was required for magic item identification. The reason they don't have it on their spell list in 5th edition is probably because of the changes in Normal Rule magic item identification.

It would seem a bit wacky for sorcerors to have to take the Ritual Caster feat just to learn Identify in this campaign.

Granted. Identify will be added to the Sorcerer's spell list.


Player: I set off the trap with my glaive.
DM: A massive Girallon appears bellowing in your face while he charges. *rolls a pair of 20 dice* Double 20's!! *rolls more dice* Umm........hmmmm.....well.........
Player: What?
DM: Well, apparently this Girallon is related to Chewbacca. The monster tears off both your arms and beats your character to death with is own arms.
Player Fuck you Kyle.
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