House Rules

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House Rules I use in all of my 5E campaigns to make combat more fluid with additional gameplay depth.
— Brews

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

by Dean Spencer

House Rules

 

Damage Taken

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

Death

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.   The Instant Death rule is not used. You cannot be killed instantly by massive damage.  

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 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.  

Resting

Short Rest. A short rest can be completed in 30 minutes.   Long Rest: Safe Havens. You can only perform a long rest in safe areas. Safe areas are ultimately decided by the Dungeon Master and are defined as a place where adventurers can rest without the need to guard themselves or be alert from fear of violence. Typically, towns forts and well-protected areas are safe, whereas wilderness camps and dungeons are not unless a group goes to great lengths to protect their surroundings.  

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 Cost

Spells with a gold cost will automatically deduct the gold from the spellcaster. You do not need to shop for components unless you enjoy the process.  

Weapon Swapping

Changing readily accessible weapons is a bonus action.

Class Changes

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

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.  

Goodberry

The Goodberry spell now requires concentration.  

Invisibility

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

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.

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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