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Overview

Stats used in this wiki are intended to be used with d&d 5e and can for the most part be directly referenced in the official 5th Edition materials.

Exceptions and expansions are listed here.

Combat

Initiative Fixing

On their turn, anyone who so desires can lower their initiative score or pass on a given turn to add 20 to their score moving forward.

For example:

Aloysius, whose AC is like 100, rolls a 2 on initiative.

Bob, whose AC is not like 100 rolls a 10.

Bob would like to hide behind Al, shooting spells from behind his heavily armored ally. Bob may elect to reduce his initiative score to 2 and act immediately after Al for the remainder of the combat.

The same can be done if Al rolled 20 and Bob rolled a 2: Bob can pass this turn to act on 22 next round; and then drop from there to 20 in order to act immediately after Al.

Loading

PHB P. 147

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Items

Masterworks

Like older editions, a +1 non-magical item may be produced by non-magical means. Any capable craftsperson regardless of magic ability may produce a masterwork. Beating a mundane item's craft DC by 10 or more always produces a masterwork.

Masterwork armor has +1 AC over its standard counterpart, and masterwork weapons have a +1 bonus to hit. Neither is treated as magical.

Monster Parts

Monsters with magical properties sometimes retain some of those properties in death. Upon defeating a monster, one can make a nature check (DC10 + monster's CR) to harvest relevant parts and retain some of that monster's magical properties.

The DM will decide what an individual monster has to offer and how much.

Beating the check by 10 or more produces twice as many usable units of monster parts.

Master Crafting

Crafting magical items is expensive and requires skill and good materials. Creating an enchanted weapon from nothing is not generally easy to do; such a thing requires high-level magic and time.

A more practical solution is to provide a skilled craftsperson with high-quality ingredients and allow them the time to combine them. This gives you little control over what you'll get - the effects will be related to the materials - but the time and labor cost of a skilled blacksmith is much more affordable than an archmagus.

Creating an enchanted item from scratch requires the favor of a powerful wizard, artificer or expert and uses the following formula:

Item Quality Mod Time to create Price to create
Common +1 1 Week (Base Price+50)*10
Uncommon +2 3 Weeks (Base Price+50)*50
Rare +3 3 Months (Base Price+50)*200
Very Rare +4 1 Year (Base Price+50)*1000
Legendary +5 5 Years (Base Price+50)*5000

For example, the Hateful Masher, a +1 mace with a minor enchantment, counts as a +2 weapon in total.

To create the Masher from nothing would cost 2750gp ((5gp + 50) * 50) and take 3 weeks.

The Hateful Antler, a +2 mace with a minor enchantment (for a total of a +3 item), would cost 11,000gp and take 3 months.

However, to create the Hateful Antler from parts was far more affordable (Antler of a Cursed Moose + The Hateful Masher + 3000gp), and reduced its construction time from 3 months to 3 weeks.

The prices of this kind of workmanship depend heavily on the quality of materials and the skills available, and will come down do DM discretion.

Feats and Features

Gunner

Source: Tasha's Cauldron of Everything

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
You ignore the Loading property of firearms.

You gain proficiency with Tinkerer's Tools.

Sculpt Spells

Source: Players' Handbook

Beginning at 2nd Level, you can create pockets of relative safety within the Effects of your Evocation Spells.

When you cast an Evocation spell that affects other Creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. Until your next turn the chosen Creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Misc

Training

Player characters who have access to downtime can train their core stats, up to a total of +4 training bonus.

You must be able to dedicate 2hrs a day, 5 days a week to this training, and it cannot be combined with other strenuous activity (although you can engage in other downtime activities, such as helping someone else's training.)

A friendly character who has at least one higher mod in the stat you are training can assist with training, if they are willing to dedicate the same time.

Players cannot train a stat over 16 this way.

Each time a core stat is increased through training, the next one takes twice as much time.

Bonus Time (Assisted / Solo)
+1 4 Weeks / 8 Weeks
+2 8 Weeks / 16 Weeks
+3 16 Weeks / 32 Weeks
+4 32 Weeks / 64 Weeks

Additionally, players can train each others skills.

This cannot be done unassisted but otherwise uses the same rules as training a core stat, except the trainer must be proficient in the skill in question.

Players can learn languages and proficiencies the same way as skills with the following restrictions:

  • One must have Light Armor in order to learn Medium Armor
  • One must have Medium Armor in order to learn Heavy Armor
  • One cannot learn an entire weapons class (such as Martial Weapons, Simple Weapons or Exotic Weapons), instead one can learn individual proficiencies.

Each core stat, skill, proficiency or language learned this way counts against your total potential training bonus of +4.

hub/houserules.txt · Last modified: 2023/03/04 22:32 by doc