House Rules

Welcome to Erenel! The following rules are used in all of my homebrew campaigns. Some rules make combat more fluid, while others add gameplay depth and make death more meaningful than in current 5E.

Approved 5E Books

The following are books currently approved for use in Erenel character creation. Note that ONLY Erenel races may be used.
  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
  • Sword Coast Adventure Guide
  • Xanthar's Guide to Everything
  • Guildmasters Guide to Ravnica (subclasses only)
  • Explorers Guide to Wildemount (Including Blood Hunter and Gunslinger)
  • Elemental Evil Player's Companion
  • Mythic Odysseys of Theros (subclasses only)
  • Tasha's Cauldron of Everything (Artificer, subclasses and optional features)
  • Van Richten's Guide to Ravenloft (subclasses only)
  • Fizban's Treasury of Dragons
  • All Erenel character options

House Rules

  • Changing weapons readily accessible is a bonus action.
  • You can speak during combat and they can respond on their turn but the full conversation has to happen in 6 seconds.
  • The Instant Death rule is not used. You cannot be killed instantly by massive damage.
  • Spells with a gold cost is automatically deducted and does not require component shopping.
  • When rolling for health on a level up, you may roll or take the average. If you roll a one you can reroll once.

Damage Taken

Any effects dependent upon the amount of damage taken are always counted after any damage reduction and resistances.  

Death Rule

When you gain consciousness or stabilize after being dropped to 0 hit points, gain 1 level of exhaustion for being in a near death state. This effect stacks. If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.  

Items in Combat

Potions, poisons or scrolls not in a Satchel or held with an open hand are considered to be stored safely in a backpack. Finding an item in a bag requires 4 consecutive Use an Object actions by a player during a combat encounter. Only one player can search a bag at a time.  

Physical Damage

Specific damage types labeled as Physical Damage include the combined bludgeoning, piercing and slashing damage types. When dealing with this damage type, a creature would need resistance to bludgeoning, piercing, and slashing damage to apply resistances, immunities and vulnerabilities.  

Protect Action

When you take the Protection Action, you focus on protecting a creature within 5 feet of you. Until the start of your next turn, all attack rolls made against the target are instead redirected to you with advantage. Protection ends early if you are ever more than 5 feet away from the target. A target can only be protected by one creature at a time.  

Resurrection Challenge

A Resurrection Challenge begins when attempting to return a player from death by a spell that requires longer than a one-action casting time. Up to 3 members present at the resurrection can contribute skill checks if they make a Roleplay Contribution.   For example, praying to a deity for aid would require a Religion check. Screaming at the dead character to come back could be an Intimidation check. When contributing, the contribution DC is equal to the dead player's resurrection DC. If a player succeeds in contributing, the DC of the character being resurrected is decreased by 2.   The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone. The dead player must roll the check. Upon a successful resurrection check, the character's soul (if willing) is returned to the body. On a failed check, the character and gold is lost.  


Satchel is an Erenel 5E item allowing for quick access to a limited number of consumables. All Player Characters are given a 1-slot satchel upon character creation and have the option to purchase larger satchels.  

Villain Actions

Disabled during Archway Raids
Powerful creatures labeled as "Villains" are difficult boss monsters with an increased feature set beyond Legendary Actions. These formidable encounters require additional mechanics to overcome the challenge. Villains can include World Bosses, challenging Chronicle encounters and Great Hunts.   When encountering a Villain, the Dungeon Master will alert the adventuring party upon rolling initiative. After one round of combat has passed, a player can spend their action to make an Investigation check and identify one of the Villain's additional mechanics.   Investigation check DC = 8 + Villain’s CR   The Dungeon Master can choose which additional mechanic to reveal but must always reveal a new mechanic during subsequent checks from the party. The Dungeon Master will alert the party once the last mechanic has been discovered.


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Updated Death Rules

When you gain consciousness or stabilize after being dropped to 0 hit points, gain 1 level of exhaustion for being in a near death state. This effect stacks.   If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.   Finishing a long rest reduces a creature's exhaustion level by 1.
Exhaustion Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Class Changes


You can wild shape into any beast from the Approved 5E Books that your current druid level allows. This allows you to wild shape as beasts you have not seen if you wish. Equipment that merges with a Wild Shape form has no effect until you leave the form. This includes all magical items.   Druidic Language. Grants all 3 dialects under the Druidic Root Language.  


The following weapons are considered monk weapons. This list will change over time.
  • Boarding Axe (Crimson Shores Equipment)
  • Chakram (Ulkadian Equipment)
  • Clawed Gauntlet (Equipment Expanded)
  • Francisca Axe (Northlands Equipment)
  • Kopis (Ulkadian Equipment)
  • Seax (Northlands Equipment)
  • Sword Cane (Equipment Expanded)

Feat Changes

Heavy Armor Master

Additional: Now prevents all Bleed damage from nonmagical weapons.  

Medium Armor Master

Additional: Now prevents all Bleed damage from nonmagical weapons.  

Polearm Master

The Scythe, Shepherd’s Crook, and War Scythe can be used with this feat.  

Spell Changes

General Spell Damage Rule

When casting a spell that deals damage and requires concentration to maintain, the player rerolls the damage die each time the spell deals damage. These spells include but are not limited too; Moonbeam, Spirit Guardians, Wall of Fire, etc.  


The Goodberry spell now requires concentration.  


Any hostile act that forces a saving throw will break invisibility along with attacks or casting a spell.  

Magic Missile

When rolling damage for the Magic Missile spell, roll dice for each missile separately.  

Silvery Barbs


Game Play Etiquette

  • D&D is a team sport. If your character doesn't want to be part of a team, roll one who does.
  • Cheating, lying to a Dungeon Master, arguing with a ruling, or promoting an unhealthy atmosphere will result in disciplinary action. Brews reserves the right to remove any user, at any time, for any reason.
  • You will not have plot armor. Do stupid things and you may die! Retreat is always an option.
  • Know your character and let others play theirs.
  • If you don't make a decision or your turn takes too long, you take the Dodge action and we continue.

Building Character Backstories

When creating a character for my campaigns, it's useful to have a somewhat fleshed out backstory. Listed below are optional questions to consider. Above all else remember the following golden rules and that the DM has to approve for the health of the game!  

Golden Rule 1

Keep your backstory flexible. It's good to have strong hooks and a compelling history, but it's also important to leave open space for the other players and DM to connect the overarching story to your character. Don't write a novel for your backstory but consider important bullet points that make you who you are!

Golden Rule 2

Connect your character to the world. Your character probably didn't grow up secluded. Your family, place of birth and connections formed happened before the campaign begins. You don't need a resume but consider connections you may have to Erenel.

Optional Character Questions

The following questions are meant to help jumpstart the creative process for your backstory.
  • Where did your character come from? Consider your roots and how it shaped your character.
  • Who where your parents?
  • Where did you live?
  • What was your economic/social status?
  • What were the defining moments/events from your history?
  • What do they most fear?
  • Do you have any secrets? Who have you told, if anyone?
  • What's your profession and hobbies?
  • Do you have a religious affiliation, and if so what is it and how strong?
  • What is your major personal beliefs/ideologies?
  • Why are you here, specifically? Why are you an adventurer?

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