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House Rules

General Rules:

  • Gnomes are not a playable race but are instead fey.- Goblins, Bugbears, and Kobolds are also Fey.- You can only make Intelligence skill-checks that you are proficient in.

Magic:

  • All spells that you have the level to learn are free to all casters.
  • There is no limit on the number of magic items you can attune to.
  • Some spells have changed save abilities. We can talk about them as they come up.
  • If you want to change the damage of a spell to match a theme, I am very open to it.

Class Specific:

Wizard:

  • Wizards cannot be spell-focus casters, they must use components.
  • Shield is a class feature. It is usable a number of times per day equal to your proficiency bonus.
  • Mage Armor is a ritual.

Warlock:

  • Hex is a class feature you gain at 2nd level; it is usable a number of times per day equal to your Charisma modifier. It does not require concentration

Sorcerer:

  • Shield is a class feature. It is usable a number of times per day equal to your proficiency bonus.
  • Mage Armor is a Ritual

Druid:

 
  • Druids cannot be spell-focus casters, they must use components.
 

Bard:

 
  • Bard uses Intelligence as it’s spell casting ability score
 

Ranger:

 
  • Hunters Mark is a class feature you gain at 2nd level; it is usable a number of times per day equal to your proficiency bonus. It does not require concentration.
 

Witch:

 
  • Hex is a class feature you gain at 2nd level; it is usable a number of times per day equal to your Charisma modifier. It does not require concentration. 
  • Mage Armor is a Ritual.
   

Armor Class:

We will use an Armor as DR mechanic based on the following table with a few addendums.

Light Armor:

  • Light Armor has no Max DEX bonus.
  • Piercing Damage, Two-Handed weapons, and Heavy Weapons negate the DR of Light Armor.

Medium Armor:

  • Medium Armor has a Max DEX bonus of +3.
  • Light and finesse weapons have disadvantage to attacks made against medium armor.
  • Medium armor gives disadvantage to stealth checks.
  • Bludgeoning and Heavy Weapons negate the DR of medium armor.

Heavy Armor:

  • Heavy Armor has a Max DEX bonus of +1 to defense bonus and Dex saves.
  • Heavy Armor gives disadvantage on Athletics checks to swim, Stealth, and Acrobatic checks.
  • Ranged weapons have disadvantage on attacks against heavy armor when attacking from more than 15 ft. away.
  • All light or finesse weapons have disadvantage to attack heavy armor.
  • Heavy Weapons overcome the DR of Heavy Armor.

Helmets:

  • Everyone is proficient with Helmets.
  • They give a +1 to AC and a +1 to DR but disadvantage on Perception checks.
  • It is an action to DON/DOFF a helmet.

Shields:

  • Shields, other than tower shields, only grant a bonus to AC
  • Buckler: Bucklers are attached to one of your arms. They grant a +1 to AC and allow a versatile weapon to be wielded in both hands while wearing them. Rogues are proficient with Bucklers.
  • Tower Shields: Tower Shields grant a +3 to AC and a +1 to DR but can only be used if the weapon you are using is Light.
 

Defense Bonuses:

Players roll to defend themselves rather than using a static AC. Calculate your AC normally, then subtract 10. This will give you your defense bonus that you will use to defend against attacks. This is the only D20 roll where meeting the DC succeeds.

 

Weapons:

  • Longswords are finesse weapons.
  • Bastard Swords: Versatile Weapons deal 1d10/1d12.
  • Spear deals 1d8/1d10 damage.
 

Repairing Damage to Equipment:

  • As Equipment gets damaged, it can be repaired on the fly somewhat.
  • 1 point of Damage to either the AC or DR of a piece of Armor can be repaired during a short rest using the appropriate tools(Armorer tools for armor or Smith's tools for Weapons).
  • If an item has either its AC or DR bonus reduced to 0, it will need to be repaired over a longer period equal to 1 day per point needing to be repaired.
  • If both the AC bonus and the DR bonus of a piece of equipment is reduced to 0, it becomes completely broken and cannot be repaired.

Skills:

Nobility/Heraldry(INT):

This skill lets you identify a knight/lord with his heraldic sign. It also shows a knowledge of what knights serve what lords, which lords serve which barons, and so on up to kings. It also provides a rough history of the great families. Fighters, Paladins, Clerics, Rogues, Monks, Samurai, Ninja, and Wizards all have this as a class skill(as does Bard, of course, but they can pick any skill)

Geography(INT):

This knowledge indicates being able to deduce where you are by natural features and the significance of geographic features to history and lore. Ranger, Wizard, Druid, and Barbarian all have this as a class skill(as does Bard, of course, but they can pick any skill)

Local(INT):

The knowledge indicates knowledge of local customs, festivals, and the major movers and shakers in a local, obviously the bigger the settlement the easier it is to know this. Rogue, Warlock, Sorcerer, Wizard, Ranger, Ninja, Samurai, Witch, and Fighter all have this as a class skill(as does Bard, of course, but they can pick any skills)

The Planes(Int):

The Planes is a knowledge of the great wheel cosmology. Not only the denizens there but how to get there and navigate those exotic locals once you get there. This is the knowledge you would use to notice you had wandered into Faerie and figure out how to behave and how to get out. Sorcerers, Warlocks, Clerics, Rangers, Monks, Wizards, and Witches all have this as a class skill(as does Bard, of course, but they can pick any skills)

Gather Information(Cha):

This skill indicates how you find things out within a settlement. It is a mix of schmoozing, buying drinks, talking to the right people, and following rumors. It takes 1d4 hours and costs 1d10 gold. Rogues, Rangers, Barbarians, Warlocks, Ninja, and Witches all have this as a class skill(as does Bard, of course, but they can pick any skill)

Carrying Capacity and Encumbrance:

 
  • A character has a number of carrying slots equal to their Strength score.
  • A character has three slots for carrying on their back.
 

Equipment:

  • Backpacks can carry five slots of equipment and two more slots tied to the outside. They take up two slots on the back, but only weigh one slot.
  • Bags can hold three slots worth of equipment. Each takes up one slot on the back and weighs half a slot.
  • Saddlebags each hold ten slots
  • Pouches can carry one slot worth of equipment. Pouches have no weights
  • A belt can hold three slots worth of equipment. The equipment takes up belt slots equal to their slot weight.
  • All tool kits weigh two slots.
  • All equipment weighing 1-5 lbs. requires 1 slot to carry.
  • All equipment weighing 5-10 lbs. requires 2 slots to carry.
  • All equipment weighing 10-20 lbs. requires 3 slots to carry.
  • All equipment weighing 20+ lbs. requires 5 slots or more to carry.
  • It is 50 coins to the slot.
  • It is 10 gems to the slot.

Weapons:

  • Heavy Weapons require two slots to carry.
  • Versatile Weapons require one and a half slots to carry.
  • One-handed Weapons require one slot to carry.
  • Finesse and light weapons require half a slot to carry.
  • Heavy and Light crossbows require two slots to carry.
  • Unstrung bows require one slot to carry.
  • Strung bows require two slots to carry.
  • 10 pieces of ammunition to the slot
  • A quiver takes up one slot and can hold two slots worth of ammunition

Shields:

  • Tower Shields require three slots to carry/wield.
  • Standard Shields require two slots to carry/wield.
  • Bucklers require one slot to carry/wield.

Armor:

  • Heavy Armor requires ten slots to wear/carry
  • Medium Armor requires seven slots to wear/carry.
  • Light Armor requires five slots to wear/carry.
 


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