House Rules in Asteria | World Anvil
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House Rules

The following rulebooks and supplements are available for use in character creation. Should you not own a copy of a rulebook you'd like to use, you may find the options online here: https://5e.tools  
  • Player's Handbook (PHB)
  • Dungeon Master's Guide (DMG)
  • Storm Coast Adventurer's Guide (SCAG)
  • Xanathar's Guide To Everything (XGE)
  • Mordenkainen's Tome Of Foes (MTF)
  • Elemental Evil (EE)
  • Volo's Guide To Monsters (VGM)
  • Guildmaster's Guide To Ravnica (GGR)
  • Eberron: Rising From The Last War (ERFLW)
  • Explorer's Guide To Wildemount (EGW)
  • Mythic Odysseys Of Theros (MOT)
  • Tasha's Cauldron Of Everything (TCE)
  • Van Richten’s Guide to Ravenloft (VRGR)
  • The Wild Beyond The Witchlight (TWBW)
  • Fizban’s Treasury of Dragons (FTD)
  • Strixhaven: A Curriculum of Chaos (SCC)
  • Mordenkainen Presents: Monsters of The Multiverse (MPMM)
  • Astral's Adventure's Guide (AAG)
  • Additionally, we are allowing the Pyromancer Sorcerous Origin from Plane Shift: Kaladash (PSK)
All player options are identical to the printed versions, with the following exceptions:

Character Creation

  • We're starting this campaign at level 1.
  • Use 27-point buy to determine your character's stats. See PHB page 13 or use https://chicken-dinner.com/5e/5e-point-buy.html
  • We use Milestone Leveling. You don't need to track XP; each character will be leveled up after various sessions.
  • Instead of rolling for HP, take the average and round up. (e.g. the average roll of a 6-sided dice is 3.5, so you would round up and gain 4 HP).
  • Characters start with EITHER the equipment and gold granted by your class and background, OR you can start with your class's starting gold, as shown in the table in the spoiler. Starting Gold
                   
    Class Starting Gold
    Artificer 150 gp
    Barbarian 60 gp
    Bard 150 gp
    Cleric 150 gp
    Druid 60 gp
    Fighter 150 gp
    Monk 15 gp
    Paladin 150 gp
    Ranger 150 gp
    Rogue 120 gp
    Sorcerer 90 gp
    Warlock 120 gp
    Wizard 120 gp
  • Characters created later in the campaign start with an additional 50gp per level, and may receive one item from your previous character.
  • Change from last year: Multiclassing requirements are in effect.

Races

Note: If a race or subrace appears differently in separate printings, you may use either version.  
  • (PHB) Variant Humans are not allowed.
  • (VGM, MPMM) Bugbears Long Limbed ability has been removed.
  • (VGM, MPMM) Yuan-Ti Purebloods are allowed; however, use the Yuan-Ti as presented in MPMM. Additionally, Yuan-Ti's Magic Resistance has been removed.
  • (ERFLW) You may take a Dragonmarked race instead of taking a feat at 1st level.
  • (MOT, MPMM) Satyr's Magic Resistance has been removed.
  • (TCE) Customizing Your Origin is allowed, except for the Custom Lineage. Changing Your Subclass features.

Classes

You may use all, some, or none of the Optional Class Features presented in Tasha's Cauldron of Everything.
  • (SCAG) Racial and background requirements for the Battlerager and Bladesinger subclasses have been removed.
  • (TCE, ERFLW) Artificers have proficiency in firearms.
  • (PHB) Wild Magic Sorcerers know additional spells. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
  • Sorcerer Level Wild Magic Sorcerer Spells
    1st Dancing Lights, Chaos Bolt, Entangle
    3rd Silvery Barbs, Fortune's Favor
    5th Bestow Curse, Gaseous Form
    7th Confusion, Conjure Woodland Beings
    9th Dream, Temporal Shunt
  • (PHB) Draconic Bloodline Sorcerers know additional spells. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
    Sorcerer Level Draconic Bloodline Sorcerer Spells
    1st Chromatic Orb, Thunderwave
    3rd Dragon's Breath, Aganazzar's Scorcher
    5th Elemental Weapon, Fly
    7th Elemental Bane, Vitriolic Sphere
    9th Cone of Cold, Summon Draconic Spirit
  • (XGE) Storm Sorcerers know additional spells. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
    Sorcerer Level Storm Sorcerer Spells
    1st Thunderwave, Witch Bolt
    3rd Shatter, Warding Wind
    5th Lightning Bolt, Call Lightning
    7th Control Water, Storm Sphere
    9th Control Winds, Maelstrom
  • (XGE) Shadow Sorcerers know additional spells. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
    Sorcerer Level Shadow Sorcerer
    1st Bane, Cause Fear
    3rd Invisibility, Shadow Blade
    5th Fear, Feign Death
    7th Shadow of Moil, Death Ward
    9th Antilife Shell, Mislead
  • (PSK) If you are a sorcerer, you can choose the Sorcerous Origin: Pyromancer, from Plane Shift Kaladesh. If you choose this origin, you know additional spells. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
    Sorcerer Level Pyromancer Sorcerer
    1st Burning Hands, Hellish Rebuke
    3rd Flame Blade, Scorching Ray
    5th Fireball, Melf's Minute Meteors
    7th Fire Shield, Wall of Fire
    9th Flame Strike, Immolation
  • (XGE) Divine Soul Sorcerer knows additional spells. Select a Cleric domain; you know the domain spells granted by that domain. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.

Backgrounds

All Characters must be an adult (e.g. Human characters must be at least 18 years old, Aarakocra must be at least 3 years old, and Elves must be at least 90-100 years old.) Reflavoring your character is allowed, though take note that some races - such as the Genasi - have already been reflavored in this campaign. Please don't reflavor your character to something that already exists in game, and please ensure that your character is still ultimately recognizable as a member of their race.  
  • (GGR) You may take one of the Ravnica backgrounds instead of taking a feat at 1st level.
  • (SCC) You may take one of the Strixhaven backgrounds instead of taking a feat at 1st level. However, you do not gain the Strixhaven Initiate feat from these backgrounds.

Feats

You may take feats in lieu of an Ability Score Improvement.   All characters start with a bonus feat at level 1, unless you have selected an ERFLW Dragonmarked race, a GGTR Guild background, or a SCC Student background. Each of these options is mutually exclusive - for example, you cannot select both a Dragonmarked race and a Guild background, or select both a Student background and a bonus feat.  
  • (ERFLW) The racial requirements for Revenant Blade has been removed.
  • (ERFLW) The Abberant Dragonmark feat has a chance of granting an epic boon at 10th level and above.

Spells

  • (EGW) Dunamancy spells are only available to their respective Wizard subclasses.
  • (SCC) Silvery Barbs is now a 2nd-level spell, and is only on the Bard spell list.

Weapons, Armor, and Items

  • Nets no longer have disadvantage on ranged attack rolls made against targets within 5 ft.
  • Firearms are a separate proficiency from martial weapons.
  • Scrolls can be used by anyone, though if you cannot cast the spell normally, scrolls require an Intelligence (Arcana) check equal to 10 + the spell's level to cast.

Travel And Encumbrance

  • Fall damage now has no upper limit.
  • Change from last year: We are using regular encumbrance rules.

Downtime

  • While in-between adventures, your character might choose to take an action that requires a significant time investment to complete, such as research, building a custom house, or carousing the streets. Such activities are encouraged, and you can find rules for them on the WorldAnvil.

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