Campaign House Rules

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

Approved 5E Books

The following are books currently approved for use in Erenel character creation. Note that only Erenel races may be used in campaigns I run. If you have something that you would like to use that is not listed below, feel free to come to me for approval!
  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
  • Sword Coast Adventure Guide
  • Xanthar's Guide to Everything
  • Guildmasters Guide to Ravnica (Subclasses)
  • Wayfinder's Guide to Eberron (Only Artificer)
  • Unearthed Arcana (Only Revised Ranger)
  • Explorers Guide to Wildemount (Including Blood Hunter and Gunslinger)
  • Elemental Evil Player's Companion
  • Mythic Odysseys of Theroes: College of Eloquence and Oath of Glory
  • Tasha's Cauldron of Everything
  • 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).   Attuning to magical weapons has additional effects based on the Attunement Type and will be discussed in an upcoming article.
  Example. Potent Attunment: This magical item requires 2 attunement slots.  

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.  

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.  

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 Star Metal Dust instead of the previous components to cast the spell. This is an intentional change and adds a higher cost to provide resurrection. This rule covers the following spells:
  • Revivify. Star Metal Dust worth 500 GP
  • Raise Dead. Star Metal Dust worth 2,500 GP
  • Reincarnate. Star Metal Dust worth 2,500 GP
  • Resurrection. Star Metal Dust worth 10,000 GP
  • True Resurrection. Star Metal Dust worth 30,000 GP
 

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 with their background and have the option to purchase larger satchels during their adventurers.  

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 Artificer class can bypass needing a Stone of Enlightenment to unlock all 4 attunement slots. Thanks to the Magical Item Adept Feature, an Artificer unlocks an additional attunement slot at 10th level.   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. You can attune to a Potent Attunement item by using only one attunement slot.   The Magic Item Master Feature has changed to the following. When crafting or progressing a Magic Item, the Artificer does not need access to a private Faction Forge, Bonded Forge, Forge of 'Ol Firebeard, or the Titanforge Anvil. This allows Artificers to craft powerful items out of season, or if a Forge is taken by another Faction or NPC group.  

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.  

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.  

Weapon Master

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

Item Changes

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)

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?
  • Make sure you create a character you enjoy playing!

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    dragon heart.jpg

    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
    Archways
    Physical / Metaphysical Law | Nov 7, 2019

    Collect Artifacts

    Known Artifacts
    These dormant artifacts will grow in power with the player and are very powerful items! General advancement is to awaken an artifact by some feat of strength or backstory tie in between level 10-15 and exalt between levels 16-20.

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