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 RulesThe 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 SlotsPlayers 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 TakenAny effects dependent upon the amount of damage taken are always counted after any damage reduction and resistances.
Death RuleWhen 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 CombatPotions, 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 DamageSpecific 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 ActionWhen 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.
ResurrectionAll 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:
Resurrection ChallengeA 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.
SatchelSatchel 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 ActionsDisabled 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.
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
|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.
|1||Disadvantage on ability checks|
|3||Disadvantage on attack rolls and saving throws|
|4||Hit point maximum halved|
|5||Speed reduced to 0|