Erenel House Rules in Erenel | World Anvil

Erenel House Rules

Welcome to Wizards Burnt the Toast, a collection of house rules for 5E. The following house rules are used in all Gamingbrew campaigns and Living Erenel. I highly recommend using the Wizards Burnt the Toast system for added depth and combat excitement without moving too far away from the 5E playstyle.
— Brews

Approved 5E Books

The following are books currently approved for use in Erenel character creation. Note that ONLY Erenel races may be used. When not choosing Erenel 5E Feats, check with the Game Master first as most PHB feats have been remade!
  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
  • Sword Coast Adventure Guide
  • Xanthar's Guide to Everything
  • Guildmasters Guide to Ravnica
  • Explorers Guide to Wildemount (Including Blood Hunter and Gunslinger)
  • Elemental Evil Player's Companion
  • Mythic Odysseys of Theros
  • Tasha's Cauldron of Everything
  • Van Richten's Guide to Ravenloft
  • Fizban's Treasury of Dragons
  • All Erenel Player Options

Wizards Burnt the Toast

Erenel House Rules


Ability Scores

Player ability scores can be standard array (15, 14, 13, 12, 10, 8) or 27 point buy.

Alignment (Element)

Element Alignment is a character development tool meant to help build your character's identity and replaces the standard Alignment system. Build your Element Alignment by choosing one of each opposing element.

Feats

When selecting a background, you’ll also choose one of the available level 1 feats. Level 1 feats replace any previous background feature.   When your class reaches an Ability Score Improvement feature, you increase one ability score of your choice by 1 and choose a Erenel 5E Feats. You can’t increase an Ability Score above 20. When not choosing Erenel 5E Feats, check with the Game Master first as most PHB feats have been remade.

Combat Reworks

Tactical Combat

Flanking
When you and an ally are flanking a target, you gain +2 on melee attack rolls against it. To flank a foe, you and your ally must be on opposite sides of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space.   Additionally, both you and the ally must be able to act, you must be wielding melee weapons or be able to make an unarmed attack, you can't be under any effects that prevent you from attacking, and you must both have the enemy within reach. If you are wielding a reach weapon, you use your reach with that weapon for this purpose.   A huge sized creature requires 3 allies before it is considered flanked. A gargantuan sized creature cannot be flanked.  
Glancing Blow
When an attack is equal to a target’s armor class, the damage dealt by the attack is halved.  

Actions in Combat

Only new actions are listed.  
Additional Bonus Action
You forgo your action to use a second bonus action. You cannot use the same bonus action twice in one turn when forgoing an action.  
Bypass
Taking the Bypass Action allows you to try and move through a hostile creature’s space by tumbling past or forcing your way through. Make a Strength (Athletics) Check or a Dexterity (Acrobatics) Check contested by the hostile creature’s Strength or Dexterity saving throw (their choice). If the bypasser wins the contest, it can move through the hostile creature’s space once this turn.   The hostile creature can choose to just let you pass instead of rolling. You still provoke opportunity attacks if you move beyond a creature’s reach.  
Disarm
You can use the Disarm Action to attempt to knock an item or weapon from a creature’s hand. The target must be within your reach and be holding an item. Make an Athletics check contested by the target’s Strength or Dexterity saving throw.   If you succeed, the target drops the item in its space. If you fail, the target can use their reaction to make a melee attack against you. The target has advantage if it is larger than you or holding the item with two or more hands.  
Escape Grasp
You attempt to escape from being grappled or restrained using either Strength (Athletics) or Dexterity (Acrobatics) contested against the grapplers escape DC.  
Protect
You focus on protecting a target within 5 feet of you. Until the start of your next turn, all attack rolls made against the target are instead redirected to you at advantage. Protect ends if you are ever more than 5 feet away from the target. A target can only be protected by one creature at a time.  

Making an Attack

Only new additions are listed.  
Aim
You can use your Attack Action to make a special ranged attack, Aim. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.   While not engaged in melee combat with a target, you line up your shot and Aim. Make a Wisdom (Perception) check contested by the target's Charisma (Deception) check. If you succeed, you gain advantage on the next ranged attack you make against the target before the end of your next turn.  
Feint
You can use your Attack Action to make a special melee attack, a Feint. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.   While engaged in melee combat with a target, you feint an attack to gain the upper hand. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you succeed, you gain advantage on the next melee attack you make against the target before the end of your next turn.  
Two-Weapon Fighting
When you take the Attack Action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your Ability Modifier to the extra attack’s damage. You can make this extra attack only once on each of your turns.   A shield with the Light property can be used in Two-Weapon Fighting and deals 1d4 bludgeoning damage on hit.  
Unarmed Strike (Grapple/Shove)
An Unarmed Strike is a melee attack that involves you using your body to damage, grapple, or shove a target within your Reach. Your bonus to hit with an Unarmed Strike equals your Strength modifier plus your Proficiency Bonus. On a hit, your Unarmed Strike causes one of the following effects of your choice:   Damage. The target takes Bludgeoning Damage equal to 1 + your Strength modifier.   Grapple. The target is Grappled, and the grapple’s escape DC equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one Size larger than you and if you have a hand free to grab the target. To escape a grapple, a target must use the Action: Escape Grasp.   Shove. You either push the target 5 feet away or knock the target Prone. This shove is possible only if the target is no more than one Size larger than you.  

Bonus Actions in Combat

When you take a bonus action on your turn, you can take one of the bonus actions presented here, or a bonus action you gained from your class or a special feature.  
Avert Eyes
You avert your eyes from seeing danger, such as avoiding a Basilisk’s petrifying gaze. Your eyes remain averted until the start of your next turn, during which you cannot see the danger.  
Back-to-Back
When you are adjacent to a willing creature, you can use a bonus action to stand back-to-back. While back-to-back with an ally you both cannot be flanked in any direction. You remain back-to-back until one of you moves or is knocked prone.  
Into the Fray
When you use your action to Dash and move at least 10 feet, you can use your Bonus Action to shove a creature with an Unarmed Strike.  
Jump
You can Jump up to 5 feet horizontally if your Speed is at least 15 feet, or up to 10 feet horizontally if your Speed is at least 30 feet. You land in the space where your Jump ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). If you Jump vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.  
Overpowering Swing
When you take the attack action on your turn to make a melee attack, you can boost the attack. You swing furiously and gain disadvantage on the attack roll, but advantage on the damage roll. Overpowering Swing must be announced by performing the melee attack.  
Sidestep
You move 5 feet. Moving with sidestep does not provoke opportunity attacks and does not count against your total movement.

Conditions

Only new or modified additions are listed below.  
Bleeding
While you are subjected to the Bleeding condition, you experience the following effects.
  • Levels of Bleeding. This condition is cumulative. Each time you receive it, you gain 1 level of bleeding up to a maximum of 10 levels.
  • At the beginning of your turn, take slashing damage equal to your bleeding level.
  • Ending the condition. All stacks of bleeding are removed if you receive any healing or after a successful Medicine skill check. The Medicine skill check DC is equal to 8 + total bleed stacks.
 
Exhaustion
While you are subjected to the Exhaustion condition, you experience the following effects.
  • Levels of Exhaustion. This condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
  • When you make an attack roll, ability check or saving throw you subtract your exhaustion level from the roll.
  • Subtract your exhaustion level from the Spell save DC of any spell you cast.
  • Ending the condition. Finishing a long rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
 
Grappled
While you are subjected to the Grappled condition, you experience the following effects.
  • Your speed becomes 0 and can’t be changed.
  • You have disadvantage on attack rolls against any target other than the grappler.
  • The grappler can drag or carry you when it moves but suffers the Slowed condition while moving unless you are Tiny or two or more sizes smaller than the grappler.
  • Ending the condition. While grappled you can use your action to Escape Grasp.
 
Husk
While you are subjected to the Husk condition, you take damage from magical healing sources instead of restoring hit points.  
On Fire
While you are subjected to the On Fire condition, you experience the following effects.
  • At the beginning of your turn, take the indicated fire damage associated with the condition’s triggering effect.
  • Additional On Fire effects do not stack with the highest indicated fire damage used.
  • Ending the condition. The On Fire condition can be removed at the Game Masters discretion (jumping into water) or by going prone and using an action to stop, drop and roll.
 
Slowed
While you are subjected to the Slowed condition, you experience the following effects.
  • You must spend 1 extra foot of movement for every foot you move.
  • Attack rolls against you have Advantage.
  • You have disadvantage on Dexterity saving throws.
 
Umbra Malady
While you are subjected to the Umbra Malady condition, you suffer reduced healing effects. When you recover hit points from healing spells or consumables that require a roll, you must roll the dice twice and take the lower result.  
Wounded
While you are subjected to the wounded condition, you suffer disadvantage on Strength and Dexterity saving throws and ability checks.  

Droppings to 0 Hit Points

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious and must immediately make a death saving throw. This unconsciousness ends if you regain any hit points.  

I Didn't Hear No Bell

While at 0 hit points, you slowly begin to recover with each successful death saving throw.  
One Successful Death Save
No change.  
Two Successful Death Saves
While at 2 successful Death Saves, you are no longer unconscious. Instead, you are both Prone and Incapacitated. While prone in this way, you cannot stand or take actions, bonus actions or reactions. You can use movement to crawl and speak.  
Three Successful Death Saves
When you reach 3 successful Death Saves, you retain all the benefits from 2 Successful Death Saves. You are stable and no longer need to make death saving throws.   In addition, you can take 1 action immediately after stabilizing. After performing this action, you cannot perform another action until you regain at least 1 hit point. A stable creature that isn’t healed regains 1 hit point after 1d10 minutes.  

Damage at 0 Hit Points

When you take damage while you have 0 hit points, you gain levels of Exhaustion dependent on the damage taken. You do not collect a failed death saving throw when you take damage while at 0 hit points.
  • If the damage taken is between 1 and 20 damage, you suffer one level of Exhaustion.
  • If you take 21 damage or more, you suffer two levels of Exhaustion.
  • If the damage equals or exceeds your hit point maximum, you suffer instant death.

  • Miscellaneous

    Hit Points at Higher Levels

    When rolling for health on a level up, you may roll or take the average. If you roll a one you can reroll once.  

    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 2 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.  

    Resting

    A short rest can be completed in 30 minutes.  

    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.  

    Speaking in Combat

    You can speak during combat and creatures can respond on their turn but the full conversation has to happen in 6 seconds.

    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.  

    Magic Missile

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

    Silvery Barbs

    Banned.

    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.

    Prohibited Roleplay Conduct

    The roleplaying actions below are prohibited. While the subject matter exists outside of the game, we're here to have a great time.
    • Sexual Harassment. You will not sexually harass or assault another character, regardless of the other character's consent. Romance, marriage, and less egregious actions are permitted, but being overly erotic is not allowed.
    • Suicide. You cannot commit or threaten suicide. Self-sacrifice in-game to save the party does not qualify as suicide.
    • Torture. You cannot graphically torture another npc or player character physically or mentally.

    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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