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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Houserules to make 5e like 1e or 2e (things I've used for the past year) -thoughts?
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<blockquote data-quote="Your Immortal DM" data-source="post: 7269231" data-attributes="member: 13898"><p><u><strong>DUNGEON MASTER’S GUIDE </strong></u></p><p></p><p><strong>ADVENTURING OPTIONS </strong></p><p> </p><p><strong>FEAR AND HORROR</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 266.</p><p></p><p><strong>COMBAT OPTIONS </strong></p><p> </p><p><strong>CLIMB ONTO A BIGGER CREATURE</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 271.</p><p></p><p><strong>DISARM</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 271.</p><p></p><p><strong>MARK</strong></p><p>When fighting with Dexterity or a Finesse weapon, you can use this option, per the <em>Dungeon Master’s Guide</em>, page 271.</p><p></p><p><strong>FIREARMS AND EXPLOSIVES</strong></p><p>Gnome Artificers and some Renaissance-era craftsmen, per the <em>Dungeon Master’s Guide</em>, page 267-268.</p><p></p><p><strong>OVERRUN</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 272.</p><p></p><p><strong>SHOVE ASIDE</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 272.</p><p></p><p><strong>TUMBLE</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 272.</p><p></p><p><strong>HITTING COVER</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 272.</p><p></p><p><strong>CLEAVING THROUGH CREATURES</strong></p><p>Barbarians, fighters, and some larger sized creatures can use this option, per the <em>Dungeon Master’s Guide</em>, page 272.</p><p></p><p><strong>INJURIES</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 272; critical hits are excluded for this option, except for fighters.</p><p> </p><p><strong>MASSIVE DAMAGE</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 273; melee and ranged attack damage is excluded for this option, except for raging barbarians. </p><p></p><p><strong>IMPROVISING AN ACTION</strong></p><p>Per the <em>Player’s Handbook</em>, page 193; for actions like charge, coup de grace, delay, demoralize, feint, or sunder/smash an object; and other action maneuvers like accurate attack, all-out attack, aim, defensive attack, and power attack which can modify attack rolls, damage rolls, or Armor Class and Dexterity saving throws by +1 or +2.</p><p></p><p><strong>MODIFYING A CLASS </strong></p><p> </p><p><strong>VARIANT: SPELL POINTS</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 288; Wizard (arcanist) and Mystic (psionicist) use this variant.</p><p></p><p><strong>RESOLUTION AND CONSEQUENCES </strong></p><p> </p><p><strong>SUCCESS AT A COST</strong></p><p>Per the Dungeon Master’s Guide, page 242.</p><p></p><p><strong>DEGREES OF FAILURE</strong></p><p>Per the Dungeon Master’s Guide, page 242.</p><p></p><p><strong>CRITICAL SUCCESS OR FAILURE</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 242.</p><p></p><p><strong>MODIFYING A MONSTER</strong></p><p> </p><p><strong>ADDING A SPECIAL TRAIT</strong></p><p>Per the Dungeon Master’s Guide, page 274. Deep Gnomes (svirfneblin) and Drow have the Magic Resistance trait. All orcs have the Relentless Endurance and Savage Attacks trait. </p><p></p><p><strong>VARIANT: DRAGONS AS INNATE SPELLCASTERS</strong></p><p>Per the <em>Monster Manual</em>, page 86.</p><p></p><p><strong>VARIANT: EXTRAPLANAR INNATE SPELLCASTERS</strong></p><p>Some extraplanar creatures have the innate spellcasting trait. Extraplanar creatures are innately magical creatures that can master a few spells as they age, using this variant.</p><p> It can innately cast spells requiring no material components. The extraplanar creature’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The extraplanar creature’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier.</p><p></p><p><strong>GOLEMS </strong> </p><p><strong>Immunity to Magic.</strong> A golem is immune to spells or magical abilities that directly affect it. Certain spells and effects function differently against it, as noted below. This trait replaces the golems magic resistance trait.</p><p>• Any magical attack that heals the golem breaks any<em> slow </em>effect on the golem. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. </p><p><strong>Flesh Golem</strong></p><p>• A magical attack that deals cold or fire damage slows a flesh golem (as the <em>slow</em> spell) for 2d6 rounds (no save).</p><p><strong>Clay Golem</strong></p><p>• A <em>move earth</em> spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).</p><p>• A <em>disintegrate</em> spell slows the golem (as the <em>slow</em> spell) for 1d6 rounds and deals 1d12 points of damage (no save).</p><p>• An <em>earthquake</em> spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).</p><p><strong>Stone Golem</strong></p><p>• A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds (no save), while transmute mud to rock heals all of its lost hit points.</p><p>• A <em>stone to flesh</em> spell does not actually change the golem's structure but negates its damage resistance and immunity to magic for 1 full round.</p><p><strong>Iron Golem</strong></p><p>• A magical attack that deals electricity damage slows an iron golem (as the <em>slow</em> spell) for 3 rounds (no save).</p><p>• An iron golem is affected normally by rust attacks, such as those of a rust monster. </p><p></p><p><strong>TARRASQUE </strong> </p><p><strong>Regeneration. </strong>The tarrasque regains 40 hit points at the start of its turn if it has at least 1 hit point. If the tarrasque dies, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. Slaying of the tarrasque is said to be possible only if the monster fails three death saves, and a wish is then used. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely.</p><p><strong>Bite. </strong>Add “…and acts as a <em>sword of sharpness</em>, severing a limb on a natural attack roll of 20.”</p><p> </p><p><strong>REST VARIANTS</strong></p><p> </p><p><strong>EPIC HEROISM </strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 267 only for the recovery from exhaustion. A short rest, <em>lesser restoration</em>, or <em>revivify</em> removes one level of exhaustion. While a long rest or <em>greater restoration </em>remove all levels of exhaustion using this variant.</p><p></p><p><strong>SLOW NATURAL HEALING</strong></p><p>Per the <em>Dungeon Master’s Guide</em>, page 267.</p></blockquote><p></p>
[QUOTE="Your Immortal DM, post: 7269231, member: 13898"] [U][B]DUNGEON MASTER’S GUIDE [/B][/U] [B]ADVENTURING OPTIONS [/B] [B]FEAR AND HORROR[/B] Per the [I]Dungeon Master’s Guide[/I], page 266. [B]COMBAT OPTIONS [/B] [B]CLIMB ONTO A BIGGER CREATURE[/B] Per the [I]Dungeon Master’s Guide[/I], page 271. [B]DISARM[/B] Per the [I]Dungeon Master’s Guide[/I], page 271. [B]MARK[/B] When fighting with Dexterity or a Finesse weapon, you can use this option, per the [I]Dungeon Master’s Guide[/I], page 271. [B]FIREARMS AND EXPLOSIVES[/B] Gnome Artificers and some Renaissance-era craftsmen, per the [I]Dungeon Master’s Guide[/I], page 267-268. [B]OVERRUN[/B] Per the [I]Dungeon Master’s Guide[/I], page 272. [B]SHOVE ASIDE[/B] Per the [I]Dungeon Master’s Guide[/I], page 272. [B]TUMBLE[/B] Per the [I]Dungeon Master’s Guide[/I], page 272. [B]HITTING COVER[/B] Per the [I]Dungeon Master’s Guide[/I], page 272. [B]CLEAVING THROUGH CREATURES[/B] Barbarians, fighters, and some larger sized creatures can use this option, per the [I]Dungeon Master’s Guide[/I], page 272. [B]INJURIES[/B] Per the [I]Dungeon Master’s Guide[/I], page 272; critical hits are excluded for this option, except for fighters. [B]MASSIVE DAMAGE[/B] Per the [I]Dungeon Master’s Guide[/I], page 273; melee and ranged attack damage is excluded for this option, except for raging barbarians. [B]IMPROVISING AN ACTION[/B] Per the [I]Player’s Handbook[/I], page 193; for actions like charge, coup de grace, delay, demoralize, feint, or sunder/smash an object; and other action maneuvers like accurate attack, all-out attack, aim, defensive attack, and power attack which can modify attack rolls, damage rolls, or Armor Class and Dexterity saving throws by +1 or +2. [B]MODIFYING A CLASS [/B] [B]VARIANT: SPELL POINTS[/B] Per the [I]Dungeon Master’s Guide[/I], page 288; Wizard (arcanist) and Mystic (psionicist) use this variant. [B]RESOLUTION AND CONSEQUENCES [/B] [B]SUCCESS AT A COST[/B] Per the Dungeon Master’s Guide, page 242. [B]DEGREES OF FAILURE[/B] Per the Dungeon Master’s Guide, page 242. [B]CRITICAL SUCCESS OR FAILURE[/B] Per the [I]Dungeon Master’s Guide[/I], page 242. [B]MODIFYING A MONSTER[/B] [B]ADDING A SPECIAL TRAIT[/B] Per the Dungeon Master’s Guide, page 274. Deep Gnomes (svirfneblin) and Drow have the Magic Resistance trait. All orcs have the Relentless Endurance and Savage Attacks trait. [B]VARIANT: DRAGONS AS INNATE SPELLCASTERS[/B] Per the [I]Monster Manual[/I], page 86. [B]VARIANT: EXTRAPLANAR INNATE SPELLCASTERS[/B] Some extraplanar creatures have the innate spellcasting trait. Extraplanar creatures are innately magical creatures that can master a few spells as they age, using this variant. It can innately cast spells requiring no material components. The extraplanar creature’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The extraplanar creature’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. [B]GOLEMS [/B] [B]Immunity to Magic.[/B] A golem is immune to spells or magical abilities that directly affect it. Certain spells and effects function differently against it, as noted below. This trait replaces the golems magic resistance trait. • Any magical attack that heals the golem breaks any[I] slow [/I]effect on the golem. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. [B]Flesh Golem[/B] • A magical attack that deals cold or fire damage slows a flesh golem (as the [I]slow[/I] spell) for 2d6 rounds (no save). [B]Clay Golem[/B] • A [I]move earth[/I] spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save). • A [I]disintegrate[/I] spell slows the golem (as the [I]slow[/I] spell) for 1d6 rounds and deals 1d12 points of damage (no save). • An [I]earthquake[/I] spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save). [B]Stone Golem[/B] • A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds (no save), while transmute mud to rock heals all of its lost hit points. • A [I]stone to flesh[/I] spell does not actually change the golem's structure but negates its damage resistance and immunity to magic for 1 full round. [B]Iron Golem[/B] • A magical attack that deals electricity damage slows an iron golem (as the [I]slow[/I] spell) for 3 rounds (no save). • An iron golem is affected normally by rust attacks, such as those of a rust monster. [B]TARRASQUE [/B] [B]Regeneration. [/B]The tarrasque regains 40 hit points at the start of its turn if it has at least 1 hit point. If the tarrasque dies, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. Slaying of the tarrasque is said to be possible only if the monster fails three death saves, and a wish is then used. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. [B]Bite. [/B]Add “…and acts as a [I]sword of sharpness[/I], severing a limb on a natural attack roll of 20.” [B]REST VARIANTS[/B] [B]EPIC HEROISM [/B] Per the [I]Dungeon Master’s Guide[/I], page 267 only for the recovery from exhaustion. A short rest, [I]lesser restoration[/I], or [I]revivify[/I] removes one level of exhaustion. While a long rest or [I]greater restoration [/I]remove all levels of exhaustion using this variant. [B]SLOW NATURAL HEALING[/B] Per the [I]Dungeon Master’s Guide[/I], page 267. [/QUOTE]
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