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<blockquote data-quote="Sadrik" data-source="post: 6329711" data-attributes="member: 14506"><p>5e Basic house rules</p><p></p><p>Chapter 1: Abilities</p><p>Advantage/Disadvantage has three levels: +/-2, +/-5, automatic '20'/'1' (and +/-5).</p><p></p><p>Chapter 2: Races</p><p>Dwarves: Lose Dwarven Combat Training, Tool Proficiency, and Stonecunning. -1 DEX. Mountain dwarf adds 1 level of armor training and +1 to STR.</p><p>Elves: Lose Elf Weapon Training. Mask of the Wild gives proficiency in Stealth instead. -1 CON.</p><p>Halflings: Lose Halfling Nimbleness (this becomes standard rule for all). Naturally Stealthy gives proficiency in Stealth instead. -1 STR.</p><p>Humans: Ability score increase changes to two ability score improvements, as a class might receive.</p><p></p><p>Chapter 3: Classes</p><p>Lost class features become spells or minor features.</p><p>Level 1 characters select a minor feature. Additional minor features are gained through class levels.</p><p>Ability Score Improvements must be +1 to two stats no cap at 20.</p><p></p><p>Cleric: Primary Ability is Charisma, Start with 9 cleric spells and gain 3 more every cleric level, Chooses 3 skills, Gain a minor feature at cleric level 2 and every four levels after, Loses medium armor proficiency, Lose all class features except: Ability Score Improvement and Spellcasting.</p><p></p><p>Fighter: Chooses 3 skills, Gain a minor feature at fighter level 2 and every three levels after, Loses heavy armor proficiency, Lose all class features except: Ability Score Improvement and Extra Attack.</p><p></p><p>Rogue: Chooses 5 skills, Gain a minor feature at every even rogue level, Loses all class features except: Ability Score Improvement and Precise Strike (this is bonus precision damage, +1d6 at rogue level 3, +2d6 at 7, +3d6 at 11, +4d6 at 15, and +5d6 at 19).</p><p></p><p>Wizard: Start with 8 wizard spells and gain 2 more every wizard level, Chooses 5 skills, Gain a minor feature at wizard level 2 and every four levels after, Loses all class features except: Ability Score Improvement and Spellcasting.</p><p></p><p>Minor Features</p><p>Armor Training: Increase your armor training level by 1</p><p>Weapon Training: Increase your weapon training level by 1</p><p>Language: Speak another language (Thieves' Cant included)</p><p>Skill: Learn a skill</p><p>Divine Intervention</p><p>Disciple of Life</p><p>Blessed Healer</p><p>Supreme Healing</p><p>Archery</p><p>Defense</p><p>Dueling (+2 to hit)</p><p>Great Weapon Fighting (+2 damage)</p><p>Protection (Must be wielding a weapon, shield included)</p><p>Two-Weapon Fighting</p><p>Second Wind</p><p>Action Surge (Once per rest one extra attack)</p><p>Indomitable</p><p>Improved Critical (+1 crit range)</p><p>Superior Critical (+1 crit range)</p><p>Remarkable Athlete</p><p>Survivor (Deleted in favor of Second Wind and or Uncanny Dodge)</p><p>Expertise (1 skill)</p><p>Cunning Action (x1.5 speed)</p><p>Uncanny Dodge (1/2 damage from a melee attack on successful DEX save vs 10+attack bonus)</p><p>Evasion (full or no damage on a successful DEX save)</p><p>Sneak Attack (Once per turn, you can apply precision damage when you have advantage)</p><p>Flank Attack (Once per turn, you can apply precision damage to your melee attack if the target of your attack has another enemy within the enemies reach)</p><p>Reliable Talent (delete, use expertise to show better skill usage)</p><p>Blindsense </p><p>Slippery Mind (delete, just gain will skill)</p><p>Elusive</p><p>Stroke of Luck</p><p>Fast Hands (As a bonus action: Thievery skill use, or use object action)</p><p>Second Story Work</p><p>Supreme Sneak</p><p>Use Magic Device</p><p>Thief's Reflexes (roll a '20' on initiative rolls)</p><p>Arcane Recovery</p><p>Spell Mastery (Two spells you prepare each day have there SP cost lowered by 1 to a minimum of 1)</p><p>Signature Spell (Select one spell lower its SP cost by 2 to a minimum of 1)</p><p>Evocation Savant (renamed School Savant and any school can be selected)</p><p>Sculpt Spells</p><p>Potent Cantrips</p><p>Spellbook (allows you to know additional spells and prepare from a larger list)</p><p>Empowered Evocation (Casting stat)</p><p>Elf Weapon Training (Elf only)</p><p>Dwarf Weapon Training (Dwarf only)</p><p></p><p>Chapter 4: Personality and Background</p><p>Tools and languages are skills</p><p></p><p>Chapter 5: Equipment</p><p>Three levels of armor.</p><p>Light Armor (Cleric, Fighter, Rogue): Studded Leather is STR 9</p><p>Medium Armor (Fighter): no DEX cap, Hide armor is STR 9, Chain Shirt and Scale Mail are STR 11, Breast Plate and Half-Plate are STR 13.</p><p>Heavy Armor: no DEX cap</p><p></p><p>Shields are weapons and proficiency is granted through weapon proficiency</p><p>Buckler gives +1 AC and is a martial light weapon.</p><p>Shield gives +2 AC and is a heavy weapon.</p><p></p><p>Five levels of Weapons. Simple weapons are broken into two groups Basic and Simple. Martial weapons are broken into Finesse, Martial and Heavy. </p><p></p><p>Basic Group (Cleric, Fighter, Rogue, Wizard):</p><p>Club, Dagger, Staff, Sickle, Hand Crossbow, Dart, Sling</p><p></p><p>Simple Group (Cleric, Fighter, Rogue):</p><p>Greatclub, Handaxe, Hammer, Mace, Spear, Light Crossbow</p><p></p><p>Finesse Group (Fighter, Rogue):</p><p>Blowgun, Shortbow, Shortsword, Unarmed, Whip</p><p></p><p>Martial Group (Fighter):</p><p>Battleaxe, Flail, Javelin, Longsword, Net, Morningstar, Buckler, War Pick, Warhammer</p><p></p><p>Heavy Group:</p><p>Glaive, Greataxe, Greatsword, Halberd, Shield, Lance, Maul, Pike, Heavy Crossbow, Longbow</p><p></p><p>Deleted weapons: Rapier (use short sword), Scimitar (use long sword), Trident (use spear)</p><p></p><p>Finesse and ranged weapons add DEX to hit and STR to damage.</p><p>Crossbows have a virtual STR score (Hand STR 12, Light STR 14, and Heavy STR 18).</p><p></p><p>Chapter 6: Customization Options</p><p>No skills are gained if you multiclass. +1 level of armor and or weapon training if you have less training.</p><p></p><p>Chapter 7: Using Abilities</p><p>Contests are removed. In all cases acting character goes against a passive DC 10 + Ability + Proficiency</p><p></p><p>Skill changes and new skills: </p><p>STR: Save added to Athletics</p><p>DEX: Save added to Acrobatics, Land Vehicles*, Water Vehicles*, Mounts*, Stealth</p><p>CON: Save added to Endurance* </p><p>INT: Save added to Investigation, Artisan (select one from pg. 50, includes forgery, herbalism, and poison)*, Navigation*, Thievery (includes Sleight of hand)*, Arcana, History, Nature (includes Animal handling), Religion, Medicine, Survival, Language, Stonecunning*</p><p>WIS: Save added to Will*, Perception</p><p>CHA: Save added to Insight*, Gaming*, Instrument* Deception, Performance, Intimidation, Persuasion</p><p></p><p>Chapter 8: Adventuring</p><p>Hit Dice are not used.</p><p>Short Rest: Recover 1/2 of current Spell Points and Hit Points (Example: if you are down to 10 HP a short rest would only recover 5 HP)</p><p>Long Rest: Recover all Spell Points and Hit Points </p><p></p><p>Chapter 9: Combat</p><p>Initiative roll is DEX (Acrobatics)</p><p></p><p>Grappling</p><p>Grapple roll to grab: Make an Unarmed attack (see weapon training) against their AC.</p><p>A hit creature can make a STR (Athletics) or DEX (Acrobatics) Save to avoid grappling against their passive Unarmed (DC is STR + Unarmed Proficiency + 10 + size modifier).</p><p>On their turn, grapplers make a save against the opposed grappler's passive Unarmed. With a success you can: deal damage with a light weapon or an unarmed attack, escape the grapple, or move ½ your speed (if opposed grappler is equal or smaller size).</p><p></p><p>Shoving</p><p>Works like grappling</p><p></p><p>Critical Hits</p><p>Deal bonus precision damage. Some minor features may allow characters to use precision damage in a new way. Character level 1 +1d6 precision damage, character level 5 +2d6 precision damage, character level 9 +3d6 precision damage, character level 13 +4d6 precision damage, and character level 17 +5d6 precision damage.</p><p></p><p>Death Saves</p><p>CON (Endurance) save DC 15</p><p></p><p>Chapter 10: Spellcasting</p><p>Spell casting DC is 10+ proficiency </p><p>Spell attacks are not used, Fire Bolt, Guiding Bolt, Inflict Wounds, Mage's Sword, Ray of Frost, Shocking Grasp, and Spiritual Weapon use Save DEX to negate the damage.</p><p>Spell points are used, Casting Stat + all Caster Levels in spell points.</p><p>The spell level indicates how many spell points it takes to cast a spell.</p><p>See resting for spell point recovery.</p><p>There are no 0 level spells, they are moved to 1st level.</p><p>Cantrip is a tag on certain spells, allowing it to be cast for 0 spell points at reduced effect.</p><p></p><p>Chapter 11: Spells</p><p>Hoard of the Dragon Queen PDF spells added. All are wizard spells, Barkskin, Calm Emotions, Counterspell, Daylight, Detect Evil and Good, Sending, and Water Walk are also Cleric spells. Spell Changes are listed below.</p><p></p><p>New Spells</p><p>Turn Undead</p><p>1st Level Evocation</p><p>Casting Time: 1 action</p><p>Range: Self (30' radius sphere)</p><p>Components: V, S, M (holy symbol)</p><p>Duration: Instantaneous</p><p>You present your holy symbol and speak a prayer Censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p><p>A turned creature must spend its turns trying to move as far from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</p><p>At Higher Levels. When you use this spell using a spell slot of 3rd or higher when an undead of 1/2 or lower CR fails its saving throw the creature is instantly destroyed. A 4th or higher spell slot destroys CR 1 undead. A 5th or higher spell slot destroys CR 2 undead. A 6th or higher spell slot destroys CR 2 undead. A 7th or higher spell slot destroys CR 3 undead. A 8th or higher spell slot destroys CR 4 undead. A 9th level spell slot destroys CR 5 undead. </p><p></p><p>Divine Strike</p><p>5th Level Evocation</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (melee weapon)</p><p>Duration: 10 Minutes</p><p>You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.</p><p>At Higher Levels. When you use this spell using a spell slot of 7th or higher the extra damage increases to 2d8. When you use this spell using a spell slot of 9th the extra damage increases to 3d8. </p><p></p><p>Spell changes:</p><p>Bless: adds flat +2 or as a cantrip can add +1</p><p>Burning Hands: 1d6 as a cantrip</p><p>Fire Bolt: 1d10 as a cantrip, or 2d10, and 1d10 per slot level higher</p><p>Guidance: Adds flat +2 or as a cantrip can add +1</p><p>Guiding Bolt: is a level 2 spell</p><p>Inflict Wounds: 1d10 as cantrip</p><p>Mage Armor: Cantrip</p><p>Magic Missile: 1 dart as a cantrip</p><p>Power Word Stun: No HP threshold</p><p>Power Word Kill: CON for 1/2, 100 psychic damage</p><p>Resistance: adds flat +2 or as a cantrip can add +1</p><p>Sacred Flame: 1d8 as a cantrip, or 2d8, and 1d8 per slot level higher</p><p>Shocking Grasp: Dex negates, 1d12 as a cantrip, or 2d12, and 1d12 per slot level higher</p><p>Sleep: Target one creature, roll two WIS saves, Creature falls asleep if both saves fail, becomes drowsy if one save fails and no effect if both are made, additional creatures for each slot level higher</p><p>Thunderwave: 1d8 as cantrip</p><p></p><p>HotDQ Spell Changes:</p><p>Blindness/Deafness: Deafness is split off as a 1st level spell</p><p>Calm Emotions: Uses WIS save</p><p>Chromatic Orb: 3d6 damage, throw it like a grenade range 30/90, can throw the round you cast it. Orb exists for 1 round</p><p>Color Spray: all in area roll a WIS save or blinded for 1 round</p><p>Detect Thoughts: INT contest removed, instead WIS save</p><p>Disguise Self: Insight instead of Investigation skill</p><p>Entangle: STR Athletics save</p><p>Black Tentacles: STR Athletics or DEX Acrobatics save to break free</p><p></p><p>Appendix: Conditions</p><p>Encumbered</p><p>Your speed drops by 10 feet. (carrying 5 times STR score in weight or not STR requirement met for armor)</p><p></p><p>Encumbered, Heavily</p><p>Your speed drops by 20 feet and you have disadvantage on STR and DEX checks, attacks and saves. (Carrying 10 times STR score in weight)</p><p></p><p>Encumbered, Over</p><p>Your speed drops to 0 and you fail any STR and DEX checks, attacks, and saves. (Carrying 15 times STR score in weight or more)</p><p></p><p>Difficult Terrain</p><p>2' of movement moves you 1'</p><p></p><p>Squeezing</p><p>Difficult Terrain and Disadvantage on attack rolls and DEX saves. Attackers have advantage against squeezing opponents.</p><p></p><p>Dodging</p><p>Disadvantage to attack you and advantage on DEX saves.</p><p></p><p>Dying</p><p>At 0 HP, unconscious, and roll death saves each round until stable or dead. 3 successful saves they become stable, 3 failed saves they are dead. '20' you recover with 1 HP and a '1' is two failures and damage is one failure and a critical hit is two failures.</p><p></p><p>Stable</p><p>At 0 HP, unconscious, and after 1d4 hours regain 1 HP.</p><p></p><p>Concentrating</p><p>Maintain one spell. If you take damage make a CON save equal to half the damage or 10 whichever is higher. Other things may also cause you to lose concentration. Fail lose the spell.</p><p></p><p>Drowsy/Dazed/Dazzled</p><p>Disadvantage on INT, WIS, and CHA checks and saves.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6329711, member: 14506"] 5e Basic house rules Chapter 1: Abilities Advantage/Disadvantage has three levels: +/-2, +/-5, automatic '20'/'1' (and +/-5). Chapter 2: Races Dwarves: Lose Dwarven Combat Training, Tool Proficiency, and Stonecunning. -1 DEX. Mountain dwarf adds 1 level of armor training and +1 to STR. Elves: Lose Elf Weapon Training. Mask of the Wild gives proficiency in Stealth instead. -1 CON. Halflings: Lose Halfling Nimbleness (this becomes standard rule for all). Naturally Stealthy gives proficiency in Stealth instead. -1 STR. Humans: Ability score increase changes to two ability score improvements, as a class might receive. Chapter 3: Classes Lost class features become spells or minor features. Level 1 characters select a minor feature. Additional minor features are gained through class levels. Ability Score Improvements must be +1 to two stats no cap at 20. Cleric: Primary Ability is Charisma, Start with 9 cleric spells and gain 3 more every cleric level, Chooses 3 skills, Gain a minor feature at cleric level 2 and every four levels after, Loses medium armor proficiency, Lose all class features except: Ability Score Improvement and Spellcasting. Fighter: Chooses 3 skills, Gain a minor feature at fighter level 2 and every three levels after, Loses heavy armor proficiency, Lose all class features except: Ability Score Improvement and Extra Attack. Rogue: Chooses 5 skills, Gain a minor feature at every even rogue level, Loses all class features except: Ability Score Improvement and Precise Strike (this is bonus precision damage, +1d6 at rogue level 3, +2d6 at 7, +3d6 at 11, +4d6 at 15, and +5d6 at 19). Wizard: Start with 8 wizard spells and gain 2 more every wizard level, Chooses 5 skills, Gain a minor feature at wizard level 2 and every four levels after, Loses all class features except: Ability Score Improvement and Spellcasting. Minor Features Armor Training: Increase your armor training level by 1 Weapon Training: Increase your weapon training level by 1 Language: Speak another language (Thieves' Cant included) Skill: Learn a skill Divine Intervention Disciple of Life Blessed Healer Supreme Healing Archery Defense Dueling (+2 to hit) Great Weapon Fighting (+2 damage) Protection (Must be wielding a weapon, shield included) Two-Weapon Fighting Second Wind Action Surge (Once per rest one extra attack) Indomitable Improved Critical (+1 crit range) Superior Critical (+1 crit range) Remarkable Athlete Survivor (Deleted in favor of Second Wind and or Uncanny Dodge) Expertise (1 skill) Cunning Action (x1.5 speed) Uncanny Dodge (1/2 damage from a melee attack on successful DEX save vs 10+attack bonus) Evasion (full or no damage on a successful DEX save) Sneak Attack (Once per turn, you can apply precision damage when you have advantage) Flank Attack (Once per turn, you can apply precision damage to your melee attack if the target of your attack has another enemy within the enemies reach) Reliable Talent (delete, use expertise to show better skill usage) Blindsense Slippery Mind (delete, just gain will skill) Elusive Stroke of Luck Fast Hands (As a bonus action: Thievery skill use, or use object action) Second Story Work Supreme Sneak Use Magic Device Thief's Reflexes (roll a '20' on initiative rolls) Arcane Recovery Spell Mastery (Two spells you prepare each day have there SP cost lowered by 1 to a minimum of 1) Signature Spell (Select one spell lower its SP cost by 2 to a minimum of 1) Evocation Savant (renamed School Savant and any school can be selected) Sculpt Spells Potent Cantrips Spellbook (allows you to know additional spells and prepare from a larger list) Empowered Evocation (Casting stat) Elf Weapon Training (Elf only) Dwarf Weapon Training (Dwarf only) Chapter 4: Personality and Background Tools and languages are skills Chapter 5: Equipment Three levels of armor. Light Armor (Cleric, Fighter, Rogue): Studded Leather is STR 9 Medium Armor (Fighter): no DEX cap, Hide armor is STR 9, Chain Shirt and Scale Mail are STR 11, Breast Plate and Half-Plate are STR 13. Heavy Armor: no DEX cap Shields are weapons and proficiency is granted through weapon proficiency Buckler gives +1 AC and is a martial light weapon. Shield gives +2 AC and is a heavy weapon. Five levels of Weapons. Simple weapons are broken into two groups Basic and Simple. Martial weapons are broken into Finesse, Martial and Heavy. Basic Group (Cleric, Fighter, Rogue, Wizard): Club, Dagger, Staff, Sickle, Hand Crossbow, Dart, Sling Simple Group (Cleric, Fighter, Rogue): Greatclub, Handaxe, Hammer, Mace, Spear, Light Crossbow Finesse Group (Fighter, Rogue): Blowgun, Shortbow, Shortsword, Unarmed, Whip Martial Group (Fighter): Battleaxe, Flail, Javelin, Longsword, Net, Morningstar, Buckler, War Pick, Warhammer Heavy Group: Glaive, Greataxe, Greatsword, Halberd, Shield, Lance, Maul, Pike, Heavy Crossbow, Longbow Deleted weapons: Rapier (use short sword), Scimitar (use long sword), Trident (use spear) Finesse and ranged weapons add DEX to hit and STR to damage. Crossbows have a virtual STR score (Hand STR 12, Light STR 14, and Heavy STR 18). Chapter 6: Customization Options No skills are gained if you multiclass. +1 level of armor and or weapon training if you have less training. Chapter 7: Using Abilities Contests are removed. In all cases acting character goes against a passive DC 10 + Ability + Proficiency Skill changes and new skills: STR: Save added to Athletics DEX: Save added to Acrobatics, Land Vehicles*, Water Vehicles*, Mounts*, Stealth CON: Save added to Endurance* INT: Save added to Investigation, Artisan (select one from pg. 50, includes forgery, herbalism, and poison)*, Navigation*, Thievery (includes Sleight of hand)*, Arcana, History, Nature (includes Animal handling), Religion, Medicine, Survival, Language, Stonecunning* WIS: Save added to Will*, Perception CHA: Save added to Insight*, Gaming*, Instrument* Deception, Performance, Intimidation, Persuasion Chapter 8: Adventuring Hit Dice are not used. Short Rest: Recover 1/2 of current Spell Points and Hit Points (Example: if you are down to 10 HP a short rest would only recover 5 HP) Long Rest: Recover all Spell Points and Hit Points Chapter 9: Combat Initiative roll is DEX (Acrobatics) Grappling Grapple roll to grab: Make an Unarmed attack (see weapon training) against their AC. A hit creature can make a STR (Athletics) or DEX (Acrobatics) Save to avoid grappling against their passive Unarmed (DC is STR + Unarmed Proficiency + 10 + size modifier). On their turn, grapplers make a save against the opposed grappler's passive Unarmed. With a success you can: deal damage with a light weapon or an unarmed attack, escape the grapple, or move ½ your speed (if opposed grappler is equal or smaller size). Shoving Works like grappling Critical Hits Deal bonus precision damage. Some minor features may allow characters to use precision damage in a new way. Character level 1 +1d6 precision damage, character level 5 +2d6 precision damage, character level 9 +3d6 precision damage, character level 13 +4d6 precision damage, and character level 17 +5d6 precision damage. Death Saves CON (Endurance) save DC 15 Chapter 10: Spellcasting Spell casting DC is 10+ proficiency Spell attacks are not used, Fire Bolt, Guiding Bolt, Inflict Wounds, Mage's Sword, Ray of Frost, Shocking Grasp, and Spiritual Weapon use Save DEX to negate the damage. Spell points are used, Casting Stat + all Caster Levels in spell points. The spell level indicates how many spell points it takes to cast a spell. See resting for spell point recovery. There are no 0 level spells, they are moved to 1st level. Cantrip is a tag on certain spells, allowing it to be cast for 0 spell points at reduced effect. Chapter 11: Spells Hoard of the Dragon Queen PDF spells added. All are wizard spells, Barkskin, Calm Emotions, Counterspell, Daylight, Detect Evil and Good, Sending, and Water Walk are also Cleric spells. Spell Changes are listed below. New Spells Turn Undead 1st Level Evocation Casting Time: 1 action Range: Self (30' radius sphere) Components: V, S, M (holy symbol) Duration: Instantaneous You present your holy symbol and speak a prayer Censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At Higher Levels. When you use this spell using a spell slot of 3rd or higher when an undead of 1/2 or lower CR fails its saving throw the creature is instantly destroyed. A 4th or higher spell slot destroys CR 1 undead. A 5th or higher spell slot destroys CR 2 undead. A 6th or higher spell slot destroys CR 2 undead. A 7th or higher spell slot destroys CR 3 undead. A 8th or higher spell slot destroys CR 4 undead. A 9th level spell slot destroys CR 5 undead. Divine Strike 5th Level Evocation Casting Time: 1 action Range: Self Components: V, S, M (melee weapon) Duration: 10 Minutes You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. At Higher Levels. When you use this spell using a spell slot of 7th or higher the extra damage increases to 2d8. When you use this spell using a spell slot of 9th the extra damage increases to 3d8. Spell changes: Bless: adds flat +2 or as a cantrip can add +1 Burning Hands: 1d6 as a cantrip Fire Bolt: 1d10 as a cantrip, or 2d10, and 1d10 per slot level higher Guidance: Adds flat +2 or as a cantrip can add +1 Guiding Bolt: is a level 2 spell Inflict Wounds: 1d10 as cantrip Mage Armor: Cantrip Magic Missile: 1 dart as a cantrip Power Word Stun: No HP threshold Power Word Kill: CON for 1/2, 100 psychic damage Resistance: adds flat +2 or as a cantrip can add +1 Sacred Flame: 1d8 as a cantrip, or 2d8, and 1d8 per slot level higher Shocking Grasp: Dex negates, 1d12 as a cantrip, or 2d12, and 1d12 per slot level higher Sleep: Target one creature, roll two WIS saves, Creature falls asleep if both saves fail, becomes drowsy if one save fails and no effect if both are made, additional creatures for each slot level higher Thunderwave: 1d8 as cantrip HotDQ Spell Changes: Blindness/Deafness: Deafness is split off as a 1st level spell Calm Emotions: Uses WIS save Chromatic Orb: 3d6 damage, throw it like a grenade range 30/90, can throw the round you cast it. Orb exists for 1 round Color Spray: all in area roll a WIS save or blinded for 1 round Detect Thoughts: INT contest removed, instead WIS save Disguise Self: Insight instead of Investigation skill Entangle: STR Athletics save Black Tentacles: STR Athletics or DEX Acrobatics save to break free Appendix: Conditions Encumbered Your speed drops by 10 feet. (carrying 5 times STR score in weight or not STR requirement met for armor) Encumbered, Heavily Your speed drops by 20 feet and you have disadvantage on STR and DEX checks, attacks and saves. (Carrying 10 times STR score in weight) Encumbered, Over Your speed drops to 0 and you fail any STR and DEX checks, attacks, and saves. (Carrying 15 times STR score in weight or more) Difficult Terrain 2' of movement moves you 1' Squeezing Difficult Terrain and Disadvantage on attack rolls and DEX saves. Attackers have advantage against squeezing opponents. Dodging Disadvantage to attack you and advantage on DEX saves. Dying At 0 HP, unconscious, and roll death saves each round until stable or dead. 3 successful saves they become stable, 3 failed saves they are dead. '20' you recover with 1 HP and a '1' is two failures and damage is one failure and a critical hit is two failures. Stable At 0 HP, unconscious, and after 1d4 hours regain 1 HP. Concentrating Maintain one spell. If you take damage make a CON save equal to half the damage or 10 whichever is higher. Other things may also cause you to lose concentration. Fail lose the spell. Drowsy/Dazed/Dazzled Disadvantage on INT, WIS, and CHA checks and saves. [/QUOTE]
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