D&D 5E Swords & Sorcery House Rules

Caliburn101

Explorer
Here are some S&S house rules I have used for running Primeval Thule.

Feel free to use them yourself and report back on how you like them, or if you discover issues in-play. These have been played from 1st to 7th levels in the campaign, and been modified a few times, but I am sure they could be further streamlined and improved.

Have fun!

Swords & Sorcery House Rules
Having reviewed the rules on healing and magic, including the variant rules in the DMG and Unearthed Arcana, I couldn’t always find the perfect fit for the ‘bloody grittiness’ and ‘dark sorcery’ tropes of S&S.
So please find here my House Rules for these – which include original input alongside adaptations of the variant rules that predate them, with some much needed granularity and some rationalisation of the genre all rolled in.

Natural Healing
Strictly for the purposes of natural healing (the recovery of HP using HD rolls etc.), Long Rests are functionally the same as standard Short Rests, and it takes a full week of complete R&R to gain the benefits of a standard Long Rest. Should a week of complete R&R be interrupted, 10% of the character’s maximum HPs will have been regained per full day of R&R that occurred before the interruption.

HD Healing during a Long Rest requires the use of a Healer’s Kit. If someone with the Healer Feat is using the Healer’s Kit, they can apply the 1d6+4+HD healing for one use of its supplies, but can only be applied 1/day.

Healer’s Kits and the Healer Feat
Each round that someone proficient works on a wounded individual with a Healer’s Kit, they gain advantage on their death saves until the extended heal action is finished (which expends a single use of the kit).Note that if they manage to self-stabilise with this help before the time usually required to auto-stabilise them, the use of the kit is still expended but the individual stabilises sooner.

Healer's Kits may be used during Short Rests (taking the usual 10 rounds) once per person and for two uses of the Kit's supplies if the person using them is trained with the Healer Feat. This is the only case where the 1d6+4+HDhealing can be gained from this Feat during a Short Rest period, but can only be applied 1/day. Note that this Kit Feat healing is in addition to that possible from application during a Long Rest (see previous section).

Note that fast healing during fights is confined to magic or abilities only, and with its considerable limitations, however, the use of a Healer’s Kit with the Feat allows for far more healing than would otherwise be achieved during rests and it is strongly recommended that the party has at least one person so trained.

Second Wind
With the new rules for gritty and slow healing, Second Wind becomes far too powerful a way to rapidly heal. The ability is therefore changed to allow the Fighter to gain Temporary HPs, not regain real ones.

Spell Healing
In Primeval Thule, healing spells work differently, drawing upon the life-force of those involved to fuel their effects.

For each level of healing spell received, the target must spend one of their own natural healing HD. If there are insufficient available, the shortfall must be made up by the caster. This may be done by sacrificing their own HD and/or levels of Fatigue on a 1 per level basis.

Alternatively, Druids and Clerics can use the life force of sacrifice to fuel healing spells by killing the living sacrifice the round before the spell is cast (and no longer), and gaining ‘free’ HD to spend equal to the CR of the creature sacrificed for this purpose. See the section on Animism & Theurgy.

Note that the healing received from Druid Shapeshifting costs natural healing HD equal to the CR of the forms involved on each occasion, and if this cost cannot be met, half the damage from the previous form carries through to subsequent forms.

Other abilities which allow healing (Divine Channeling etc.), or items such as potions of healing are unchanged except where specifically mentioned.

Corruption
Certain abhorrent deeds, uses of inhuman magic, or exposure to powerfully aberrant evils can taint the souls of those involved.

Players will earn in-game what acts, being or places corrupt the soul, but once gained, Corruption uses the following mechanics.

Each time a source of Corruption is encountered, the character(s) involved must make a Wisdom saving throw of a DC appropriate to the power of the source or heinousness of the deed. A failed save gains the character 1d4+1 Corruption Points (CP), a successful save, just 1 CP.

At ‘appropriate’ times (as the players will discover…), the CP’s accrued will be spent by the DM to force change in the corrupted character. Effects can include, but are not limited to;

· Removal of Inspiration Points
· Nightmares causing Fatigue
· New Flaws
· Disadvantage on saves v’s the powers of Demons or Aberrations
· Change of Alignment
· Physical signs and deformities
· Reduction in Wisdom or Charisma

Sorcery
All wielders of Arcane Magic are referred to as Sorcerer’s in Primeval Thule. Functionally, they are all of the Wizard Class, with the following extra advantages and disadvantages.

· The Power of Sacrifice - you may sacrifice a helpless and unwounded living being for Sorcery Points (See Font of Magic, PHB pages 101-102). Sacrifice takes a full round per victim and requires a method of doing so which does not use magic. Each full CR of victim sacrificed (or per 1d4+level damage for self-sacrifice) creates 1 SP for future use. The maximum SP's usable for a single casting is equal to Proff. Bonus/2 (round up). The maximum SPs that can be stored by a Sorcerer are equal to Proff. Bonus. Sacrificing intelligent beings can Corrupt the Sorcerer.

· Sorcerous Pacts - you may Pact with a powerful entity gaining some of the benefits of the Otherworldy Patron ability (PHB page 107). In rare cases, after significant service and devotion to a Temple, a Deity may be pacted to, but more usually the entities in question are dark and self-serving. A Pact uses up1 attunement slot. Non-deific patrons must be found in-game and negotiated with, and will ask far more of the Pactee than the Warlock Class variant of the ability. Spells gained from a Pact are taught by the Patron (or Temple) and are entered into the Sorcerer's spellbook as any other spell.

· Eldritch Invocations - modified versions of these (PHB page 107) may be researched or discovered in-game, but are rare and valuable.

· Concentration Checks - the Sorcerer's Charisma bonus is added to these checks in addition to the normal bonuses.

· Intimidating Magic - most people are afraid of magic, and when the GM agrees, the Sorcerer may gain advantage on Intimidation checks after displaying magical power.

Animism & Theurgy
Animism is the Primeval Thule name for the magic practiced by Druids, and Theurgy is the magic of Clerics.

· The Power of Sacrifice – Druids and Clerics may sacrifice a helpless and unwounded living being for Bonus Spell Slots (see PHB Sorcerer Class). Each full CR of sacrificed victim provides 1 level of bonus spell slot which is then available for use until the next Long Rest taken. The sacrificing of sentient beings accrues Corruption Points to Druids who do so, or to the non-evil Clerics of the Nine.

· By killing a living sacrifice the round before a healing spell is cast (and no longer), the Druid or Cleric can gain ‘free’ HD to spend equal to the CR of the creature sacrificed for this purpose.
· Only Druids of the Land are permitted as a subclass for Druids.

· Displays of powerful magic can give Druids and Cleric’s advantage on Intimidation checks, in if the targets are of their own ‘faith’ a bonus to Persuasion checks instead.

Restricted Magic
Flight, Teleportation and a few other spells which are not S&S in flavour are restricted or entirely absent from Primeval Thule. Some will be ancient forgotten secrets, some never existed, and some will be altered to fit the S&S genre better.

Check with the GM on spell choices and naming conventions.

Places of Power
Some ancient and powerfully magical places in Primeval Thule can provide their owners with power.
If found, and their secrets uncovered, a Place of Power may be attuned by an individual using an attunement slot.

Each provides unique bonuses, and in some cases are class, race or culture specific.

The Discipline of Steel
Some Feats or Class Abilities which give access to martial abilities can be trained by characters after considerable investment of time and resources in addition to those gained by levelling during Downtimes.

Masters of battleare feared, successful displays of martial prowess can afford the performing warrioradvantage on Intimidation or Persuasion checks under the right circumstances.

 
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raleel

Explorer
Do you restrict races at all? Much of sword and sorcery tends to be humanocentric.

Do you restrict classes? I know Primeval Thule implies they are restricted, but iirc doesn't actually restrict anything.

What spells are missing, outside of the ones mentioned? Can you give some examples or describe your naming convention?
 

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