House Rules

Welcome to Erenel! The following rules are used in all of my homebrew campaigns and Living Erenel. 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)
  • All Erenel character options

House Rules

The following rules are used across Living Erenel by all dungeon masters.
  • 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 in Living Erenel. You cannot be killed instantly by massive damage.
  • Living Erenel requires spells with a gold cost to be deducted but does not require actual 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.

Attunement Slots

Players begin Living Erenel with 1 attunement slot. As the player progresses in level, or by a Stone of Enlightenment, a player can unlock more attunement slots. The player is awarded an additional attunement slot at level 6 and level 12.   Players may unlock a total of 4 attunement slots on a character. (3 from player level and 1 from a Stone of Enlightenment).  

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. Finishing a long rest reduces a creature's exhaustion level by 1. Any lingering exhaustion effects are removed after the Weekly Update.   Salvaging. A player’s inventory may be salvaged by others who are aware and present at the moment of death. If the body and items cannot be retrieved after death, they are considered lost.  

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

All resurrection spells use Gem Dust instead of the previous components to cast the spell. This is an intentional change and adds a higher cost for resurrection. This rule covers the following spells:
  • Revivify. Gem Dust worth 500 GP
  • Raise Dead. Gem Dust worth 1,000 GP
  • Reincarnate. Gem Dust worth 2,000 GP
  • Resurrection. Gem Dust worth 4,000 GP
  • True Resurrection. Gem Dust worth 25,000 GP
  • 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 gem dust is lost.  

    Satchel

    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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    Dragon Hearts

    When the party defeats a dragon of any size, one member of the party has the option of consuming the heart to gain great power. But it doesn’t come without potential consequence.
      Dragon Heart Table
    Roll 1d10 Effect
    1 Instant death with no save
    2-5 Roll on the Near Death Table
    6-9 Roll at advantage for one session
    10 Gain a new Feat of your choice
    This table is the last chance to cheat death, but not without constantly being reminded of your near death experience. The only way to undo the traumatic experience is with a Wish spell.
      Near Death Table

    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

    General Class Resurrection Rule

    If a class or subclass includes a feature that states, "the caster does not need material components to cast the spell on you." It has been changed to "the caster spends only half the needed cost to cast the spell on you, rounded down."  

    Artificer

    When infusing a mundane item with the Infuse Item Feature, the item must stay infused until the following Weekly Update. The infusion can be dropped, but a new infusion cannot be cast by the Artificer until Downtime Days reset.   The Magical Item Adept Feature has changed to the following. Gain an attunement slot. This attunement slot does not stack with attunement slots gained with a Stone of Enlightenmnet.   The Magical Item Savant Feature has changed to the following. You ignore all class, race, and spell requirements on attuning to or using a magical item.  

    Bard

    College of Creation. Items created with the Performance of Creation cannot be sold with Downtime.  

    Cleric

    Forge Domain. Channel Divinity: Artisan’s Blessing changed to the following. When crafting or progressing a Magic Item, the Forge Cleric does not need access to Forge of Ol’ Firebeard.  

    Druid

    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.  

    Monk

    Living Erenel allows the Dedicated Weapon feature. Also, 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)
     

    Ranger

    Living Erenel recognizes the Revised Ranger as it's Ranger Class of choice.  

    Rogue

    Phantom. Life essence absorbed by a Revenants killing blow prevents the collection of a Token of the Departed. If more than one class or subclass feature attempts to collect a soul, the next player in initiative order collects the soul.   Thief. If a magic item requires an action to activate, that action isn’t a function of the Use an Object action. Rogue’s Fast Hands cannot be used in this way.  

    Warlock

    Pact of the Blade. You can assign one exotic weapon with your class feature. After gaining proficiency in this way, you cannot do so again.  

    Witch

    Witches can copy spells into their spellbook from other spellbooks and scrolls out of adventure and without downtime. When copying spells in this way and to track gold, you must list the spells, gold cost and who or what provided the spell in the Discord #p2p-transactions channel.  

    Wizard

    Wizards can copy spells into their spellbook from other spellbooks and scrolls out of adventure and without downtime. When copying spells in this way and to track gold, you must list the spells, gold cost and who or what provided the spell in the Discord #p2p-transactions channel.   Bladesinging. You can choose one exotic weapon with your Training in War and Song feature.   Order of the Scribes. Master Scrivener’s gold and time cost changed to the following. You gain expertise with Calligrapher’s Supplies for crafting scrolls with downtime.   School of Soul Collectors. Life essence absorbed by a Revenants killing blow prevents Soul Collector. If more than one class or subclass feature attempts to collect a soul, the next player in initiative order collects the soul.  

    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.  

    Orcish Fury

    Prerequisite: Orc
    Exotic weapons can be used with this feat.  

    Polearm Master

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

    Weapon Master

    Changed Effect: You gain proficiency with two exotic weapons, four martial weapons of your choice and all simple weapons.

    Item Changes

    +1, +2, +3

    All +1, +2, and +3 weapons, armor and spell casting focuses require attunement and include (1) open gem socket.  

    Attribute Increasing Potions

    All potions that increase ability scores, such as Potions of Giant Strength, are removed from Living Erenel.  

    Item Cost

    Many items have had their base cost changed. The full list is available here http://bit.ly/LEShopList  

    Oil of Slipperiness

    Freedom of Movement duration changed to 1 hour.  

    Philter of Love

    The Philter of Love has been changed to the following. “After drinking this philter, you must make a DC13 Wisdom saving throw or become charmed by that creature for 1 hour.” A Dungeon Master must be made aware of its potential use beforehand.  

    Potion of Mind Control

    Potion of Mind Control is removed from Living Erenel (Tales from the Yawning Portal.)  

    Soulbound

    Any items that require Attunement are also Soulbound.
      Soulbound: After attuning to an item, the item can no longer be attuned by another player. Soulbound can be unlocked by a Calligrapher, allowing another player to attune to the item.  

    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.  

    Awaken

    Players may only have one awakened creature or plant at a time when using the Awaken spell.  

    Goodberry

    The Goodberry spell now requires concentration.  

    Magic Missile

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

    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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