vonBoomslang Assorted Homerules

by vonBoomslang

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Summary & tl;dr

Stuff that changes significant amounts:

  • Racial Hit Dice: Hit Points significantly increased for low level PCs, slightly increased across the board.
  • Darkvision: It lets you see (better) when it's dark. It does not let you see in total darkness - the same is true for your enemies, who will have lit up their bloody lairs.
  • Feats: Some nerfs, some buffs, some new, overall jiggled around
  • Medicine Skill: Now has a reason to exist.
  • Death & dying: More forgiving short-term. Less forgiving long-term. Meant to avoid the "heal the minimum amount from 0" gameplay. No, it's not Exhaustion.
  • Non-Lethal Damage: Swords don't have a stun setting. Grab a club.

Stuff that changes somewhat:

  • Damage types: I like the idea of using different weapons for different threats but I also don't want to force it on people. Expect a few points of damage one way or the other if you use the right one but no more.
  • Armor: Related to the above, some shuffling around here, some new intermediate options, some new properties.
  • Weapons: Also some rejiggling and renaming and a few new options. Some weapons quicker to draw than others.
  • Resting: Generally can't travel at full speed and get a long rest.
  • Enemies: Some changes to make them (hopefully) more interesting, including some nerfs like "no longer deals more than double damage in certain situations".
  • Classes: Some changes needed. Only some!
  • Stunned condition: Disadvantage on Str/Dex, rather than auto-fail.
  • Surprise: Dis/advantage on initative, not double turns.
  • Critical Hits: No extra dice but maxed dice, and a little something extra.

Stuff that changes but not much:

  • Spells: A few outliers nerfed somewhat but we're unlikely to see most of them in action low level anyway.
  • Races: A tweak here or there.
  • Flanking: It's no advantage, but it's a +2.
  • Vulnerability: It's only 50%, but there's more of it.

Stuff that changes not at all, but still notable

  • Hand Economy: It's a thing. If you intend to switch weapons often, get a sidearm.
  • Skills: Hide action isn't a cloaking field. You don't need to Insight everything. No knowledge dogpiling.
  • Critical Success: A natural 20 doesn't mean "the attempt automatically works." It means "it works as well as it could". Which can still be a failure. Just not a bad one.
  • Critical Failure: Consequently, a natural 1 isn't the end. You've failed, yes, made it worse, probably, but you won't be breaking weapons or losing limbs 1/20 of the time.
  • Moving Through Occupied Spaces: Other creatures - even friendly ones - are difficult terrain. Surprised me too!

Feats

First off, yes I'm allowing feats, no I don't plan to give out free feats. Second, I'm gonna group feats into three categories, just for ease of organization.

  • Full feats, which do not increase any attribute score.
  • Half-feats, which increase one attribute score.
  • Null-feats, which increase two fixed and different attribute scores

The below table shows which one goes where for ease of reference. Feats marked with an asterisk (*) are new or modified and listed below. Not listing XGtE feats for space but generally allowed as written.

Full Half Null
Alert* Athlete Actor*
Crossbow Expert Charger Keen Mind*
Defensive Duelist Dungeon Delver* Lightly Armored*
Elemental Adept Durable Martial Adept*
Great Weapon Master* Grappler* Skilled*
Inspiring Leader Heavily Armored Weapon Master*
Mage Slayer* Heavy Armor Master*
Mobile Linguist
Mounted Combatant Medium Armor Master*
Polearm Master* Moderately Armored Removed
Ritual Caster Observant Dual Wielder
Savage Attacker Resilient Healer
Sentinel* Skill Focus* Lucky
Sharpshooter* Spell Sniper*
Shield Master Sureshot
Skulker Stylish Attacker*
Tough Tavern Brawler
War Caster
Alert
  • Instead of a flat +5 bonus, add your proficiency modifier to initiative rolls.
Actor
  • Now increases your Wisdom and Charisma scores by 1 each.
Deft Combatant (new)

You've learned to combine brute force with deadly precision.

  • Increase your Strength or Dexterity score by 1.
  • When you make a weapon attack using Strength, you gain a bonus to your Strength score (for that attack only) equal to your Dexterity bonus. This bonus cannot increase your Strenght score above the usual maximum (20 by default).
Dungeon Delver
  • Also increases your Wisdom or Intelligence score by 1.
  • No longer affects searching speed.
Great Weapon Master
  • Instead of a flat -5/+10 bonus, you can "power attack" with no proficiency bonus but add twice your proficiency bonus to the damage if you hit.
Grappler
  • Also increases your Strength score by 1.
Heavy Armor Master
  • Increases the reduction provided by the Armored and Padded qualities to your full proficiency bonus.
Lightly Armored
  • Now increases your Strength and Dexterity scores by 1 each.
Keen Mind
  • Now increases your Intelligence and Wisdom scores by 1 each.
Mage Slayer
  • When you hit with the special reaction attack, the target must pass a concentration check or its spell fails.
Martial Adept
  • Only gain one maneuver.
  • Also increases your Strength and Dexterity scores by 1 each.
Medium Armor Master
  • Also increases your Dexterity score by 1.
  • Medium armor you wear gains the Nimble quality and you ignore the Noisy quality.
Polearm Master
  • Now requires using a weapon with the polearm trait.
  • The bonus action attack is a Haft attack and requires wielding the weapon in both hands.
Sentinel
  • The speed reduction is halved for each size the target is larger than you are.
  • When a creature takes the disengage action or in another way denies you an opportunity attack, you can still make it, at disadvantage.
Sharpshooter
  • Ignore half-cover and reduce three-quarters to half cover only within normal range.
  • Instead of a flat -5/+10 bonus, you can "called shot" with no proficiency bonus but add twice your proficiency bonus to the damage if you hit.
Skilled (new)
  • You gain proficiency in one skill of your choice.
  • Increase your Intelligence score and the attribute score associated with the chosen skill (unless it is Intelligence, then any other of your choice) by 1.
Skill Focus (new)

Choose one skill you are proficient in.

  • Increase the attribute score associated with the chosen skill by 1.
  • Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Spell Sniper
  • Ignore half-cover and reduce three-quarters to half cover only within the spell's default range.
  • Also increases the spellcasting attribute score by 1.
Stylish Attacker (new)
  • Increase your Strength or Dexterity score by 1.
  • You gain a Fighting Style of your choice from the options available to the Fighter or your own class.
Sureshot (new)

Your expertise with ranged weapons lets you reliably land your shots regardless of circumstance.

  • Your Dexterity score increases by 1.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and treat three-quarters cover as half cover within their normal range.
Weapon Master
  • Only gain two weapon proficiencies.
  • Now increases your Strength and Dexterity scores by 1 each.

Skills

Medicine

I'll be honest, I don't yet have all this nailed down. I have an idea for how I want to handle it, but I haven't ironed it all out yet, assigned DCs, etc. Broadly, it's gonna go like this:

  • Healer's Kit is no longer a usable item; rather, it's the tool needed for most Medicine checks. Checks without one - or with one that's had too many charges used up and wasn't restocked - are at disadvantage since you don't have the supplies you need. Maybe have more expensive kits that are better stocked and more reliable.
  • Can do Medicine on yourself or others - slightly higher DCs if on yourself.
  • Can stabilize a patient - action, but has to remain adjacent until start of their turn. Do well and they do get up.
  • Can treat somebody over a rest - success can remove wounds or give them advantage on hit dice usage/recovery.
  • Can patch somebody up for a infusion of hp, similar to Healer feat (removed), but I haven't figured out the math yet so might just steal it.
Insight

First things first: "Do I think he's lying" is not "I'm gonna Insight that (rolls)". It's their Deception roll vs. your passive Insight. If your character suspects they're lying, or has reason to, I'll tell you. You can, of course, press X to doubt, but that inquisitive staring is an active, obvious action, likely to tip your hand if you're right and offend somebody if you're wrong. Easier to do (or hide) if you're not the one talking, mind.

Sorry, pet peeve / rant. I will also allow additional Insight checks if you can point out a good reason for distrust or a contradiction with what else was said or known, but I don't want the party dog-piling every NPC with checks, just on the off chance it's an evil shapeshifter trying to send you into an ambush. It's not fun for either of us.

Perception

Similar to the above, I intend to rely heavily on passive perception. Active perception is for when you take the time to slow down and search for--- well, for what, you'll have to tell me. I suggest splitting up who looks for what in a dungeon environment.

Arcana, History, Nature, Religion, etc.

One thing I really dislike and keep running into is knowledge skill dogpiling. First roll didn't work, well the rest of the party now rolls with their amazing +0's and -1's, hoping for a nat 20. Pointless and unfun.

My intention is to handle this like so: The party gets one check, to represent the randomness of knowledge, but I fully intend to gradate results much more than a simple pass vs. fail. However, if you can justify why your particular character might know more about this particular subject, I'll happily give you another shot.

You also have my word that I'll-- well, I'll try and make sure any useful or interesting clues you may miss you'll get another chance at, one way or another.

... honestly, the above applies to most skills. Justify why and get another shot. It's good RP!

Stealth

One thing has to be made clear: The Hide action is not a cloaking field. Unless you want to pull up your Cloak of Elvenkind, stand very very still, and have a godly roll on the dice, you're not hiding in plain sight. No, Hide action represents you attempting to break line of sight and make your enemies lose track of you. It represents you giving up some of the other time and actions you might take on your turn to watch enemy movements, move slower, and wait for the right time to move or act.

The ingame effects of a successful Hide can vary - it might be an enemy who can't beat your score not seeing your attack coming (advantage), but even a godly roll might not help if somebody who was going after you can't find you, decides on a different course of action, then stumbles into you while going after a different target.

Also, here's a hint: Don't just pop out of the exact same doorway you just disappeared behind and expect people not to expect you. There will be modifiers.

Also, consider timing. Hiding before you attack means you won't be denied advantage but loses the, uh, advantage of people not knowing where you are on their turn.

Death & Dying

Dying sucks. A beloved character dying can be a dramatic moment and make for great storytelling, but it's just not fun when it's the result of a few bad rolls rather than a few bad choices. I'll freely admit that I'd rather your characters survive. It means I don't have to throw out or rework stuff I've planned, don't have to build and introduce your new character, and so on.

What I also don't like is the... lassez-faire nature of combat where it's optimal to just wait for your ally to go down to 0 and pick him up with a quick Healing Word, all the excess damage disappearing into the ether. So, to make this all more to my tastes, I'm gonna crib some from Pathfinder, some from games I like, and so on.

Remember - most intelligent enemies would rather take you alive (even if only to tie you to a tree and use you for archery practice) - but if downed foes keep going up, they might start making sure they stay down.

Downed condition

When you reach 0 hit points, you are downed. While downed, you are prone and incapacitated, and you may only take the following actions:

  • Crawl up to half your speed. This movement does not provoke opportunity attacks from any creature which is in reach of a creature hostile to it.
  • Dodge
  • Hold steady and receive a bonus to your next death saving throw equal to half your proficiency bonus (rounded up).
  • Assist a creature trying to carry you, which removes the speed penalty for carrying you.

Wounds and Scars

Whenever you are downed, you gain a wound. The more wounds you have, the harder it is to stay conscious and stabilize when downed.

With time and care, wounds go away and become harmless scars. The following can remove a wound:

  • Completing a long or partial rest has a chance to remove wounds.
  • Receiving medical care (Medicine check) over the duration of a rest can remove physical wounds.
  • The Greater Restoration spell can remove a wound.

Tenacity and Resolve

When you are downed, your fight to survive is represented by your tenacity to stay alive, and your resolve to recover. You always begin at 2 tenacity and zero resolve, and your goal is to increase the latter before running out of the former.


    While your resolve is higher than your wounds, you are stable. If you gain resolve while stable, you instead regain tenacity; if at maximum, you instead regain 1 hit point and are no longer downed. If you would lose tenacity while stable, you instead lose resolve.

If your tenacity is lower than your wounds, you fall unconscious at the end of the turn, and remain so until your tenacity becomes higher than your wounds.

If your tenacity drops to 0, you are at death's door. If it drops further, you perish.

Damage and Healing

If you take damage while downed, you lose one tenacity, or two if it was a critical hit, as well as one resolve if stable. If you receive magical healing, you are no longer downed, but you risk being traumatized by the sudden wresting to consciousness, and must test for system shock. Roll 1d6 for each wound and each missing point of tenacity. If the total is equal or higher to your hit points, you suffer an additional wound. You are immune to system shock if stable.

Death Saving Throw

At the start of each turn you are downed, you must take a special saving throw called a death saving throw. Roll a 1d20, add half your Constitution modifier (rounded towards 0), and substract the amount of wounds you have. Compare the result with the following table:

  Result   Effect
0 or lower Crashing. Lose one resolve and one tenacity, or two tenacity if you have no resolve.
1-6 Worsening. Lose one tenacity, unless stable.
7-12 Steady. No change.
13-18 Improving. Gain one resolve, unless at death's door.
19 or above Recovering. Gain one resolve and one tenacity, or two resolve if at maximum tenacity.
Heroic Second Wind

If you roll a natural 20 on your first death saving throw, or when at death's door, you receive a heroic second wind, immediately ending the downed condition with 1 hp remaining.

TL;DR

To summarize the above:

  • Death saving throw failures and successes replaced by tenacity and resolve.
  • Going down gives you wounds which make you less likely to stabilize and stay conscious, but go away with time.
  • Magical healing carries a risk of extra wound, decreases with hp restored.

Armor

Armor
Armor Cost Armor Class (AC) Strength Weight Special
  Light armor
Simple 10 gp 11+Dex modifier 10 lb
Manica 35 gp 11(+1)+Dex (max 4) 12 lb Block
Heavy Leather 60 gp 12+Dex (max 4) 12 lb
Reinforced 120 gp 12(+1)+Dex (max 4) 11 16 lb Block
Ghostmail 500 gp 12+Dex modifier 10 lb
  Medium armor
Hide 10 gp 12+Dex (max 3) 12 lb Nimble, Padded
Chain Shirt 50 gp 13+Dex (max 3) 20 lb Nimble
Gambeson 50 gp 13+Dex (max 2) 25 lb Padded
Scale Mail 65 gp 14+Dex (max 2) 11 45 lb Noisy
Breastplate 250 gp 14+Dex (max 3) 20 lb Nimble
    Splinted +150 gp (+1) +10 lb Block
Half-Plate 800 gp 15(+1)+Dex (max 2) 11 40 lb Armored, Block, Noisy
  Heavy armor
Thick Hide 25 gp 15 13 25 lb Noisy, Padded
Ring Mail 50 gp 15+Dex (max 1) 40 lb Nimble
Chain Mail 75 gp 16 13 55 lb Armored, Noisy
Brigandine 200 gp 17 13 55 lb Armored, Noisy
Splint Mail 450 gp 17(+1) 15 60 lb Armored, Block, Noisy
Field Plate 900 gp 17(+1)+Dex (max 1) 13 65 lb Armored, Block, Nimble, Noisy
Full Plate 1,500 gp 18(+1) 15 65 lb Armored, Block, Noisy

Armor Properties

Many armors have special properties related to their use, as shown in the Armors table.

Armored: When wearing this armor, slashing and piercing damage you take from non-magical weapons is reduced by half your proficiency modifier, rounded up.

Block: This armor offers enough arm protection to remove some of the need for a shield. You receive a bonus of +1 to your Armor Class (included in the profile) if you are proficient with shields but not using one.

Nimble: When wearing this armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher (included in the profile). Additionally, you can rest in it without penalty.

Noisy: When wearing this armor, its clanking and creaking gives you disadvantage on Dexterity (Stealth) checks based on sound.

Padded: When wearing this armor, bludgeoning damage you take from non-magical weapons is reduced by half your proficiency modifier, rounded up. Additionally, you can rest in it without penalty.

Light armor

    Simple Armor: Little more than clothing padded or reinforced in a few critical places, simple armor is inexpensive and difficult to spot.

Manica: A favorite of gladiators seeking to show off their physique, this is a suit of metal armor stripped to the barest minimum in the name of speed - one armored sleeve and shoulderguard, a helmet and simple greaves.

Heavy Leather: A breast plate and shoulder protectors of leather or monster hide stiffened by boiling in oil. The rest of the armor is made of softer and more flexible materials, offering improved protection at a slight cost of mobility.

    Reinforced Leather: A particularly well-made suit of leather armor with reinforced arm protectors, sometimes using metal or other materials.

Ghostmail: Borderline magical, creating this chain shirt or scale mail requires the use of rare materials and secret techniques. The resultant armor is light as a feather and silent as a whisper.

Medium armor

    Gambeson: This long coat of quilted and stuffed wool and linen is thick enough to protect from blows and the cold in equal measure.

Splinted: A gambeson, scale mail, or breastplate that has been carefully fitted with long strips of metal for added arm protection.

Heavy armor

    Thick Hide: Layers upon layers of furs and tanned hide crudely stitched together, inflexible and requiring considerable strength to move in with any ease.

Brigandine: A protective garment of heavy cloth, canvas or leather, lined with metal plates riveted to the fabric, worn over a gambeson or mail shirt and paired with a helmet. Occasionally erroneously called studded leather.

Splint Mail: A brigandine or particularly heavy chainmail with additional arm protection made of metal strips or heavy vambraces.

Donning and Doffing armor

Largely how it is in the PHB - one minute on or off for light, five minutes on one minute off for medium, ten minutes on and five minutes off for heavy. The major difference is that somebody can help you don it as well, halving this time, as long as they've done this at least once before (otherwise they learn on the job and there's no time gained).

The major difference is donning and doffing shields. Donning a shield which is in easy reach (so, not carelessly dropped) is an object interaction (to retrieve it) and a bonus action, provided you have both hands free. Doffing and dropping a shield is a bonus action as well.

By spending an action each, you can arrange a shield and a weapon (even an arms or battlefield one) to be in easy reach. In that case, you can don the shield and arm yourself as part of the same object interaction and bonus action. I'll assume anybody going to sleep in the field or guarding will do so, no need to specify.

Shields and hand use

I haven't yet figured out a way to handle held (not strapped) shields that is clean enough and stands up to drop-and-grab abuse. However, I'll allow players to use their shield hand for holding objects like a torch, javelins, their main weapon for a moment so they can grab and throw a different one, etc. If you end your turn that way, no AC bonus.

Just to be clear though: You can't wield a weapon in a shield hand, and arcane and primal casters can't use that hand for material or somatic spell components.

Traveling/Resting in armor

Armor is heavy, and comfort is not the top priority in its design. I want to account for the fact you should not probably be resting (or in fact, traveling overland) while fully armored, but let heavy armor wearers not be functionally naked in case of random encounter.

To comfortably rest or travel in medium armor, it must have the Nimble property, or you must be proficient with heavy armor. To comfortably rest or travel in heavy armor, you must reduce it to partial armor.

If you try rest in too heavy armor, you do not gain the benefits of a long or partial rest, only a short one. If you try to travel in too heavy armor, or over-encumbered, the added exertion reduces your travel pace by one hex (I promise I'll figure out a nicer, more in-universe way to put this).

Partial armor

By spending half the time required to don or doff armor, you can put on or reduce to a suit of partial armor, which functions as a rudimentary lighter kind, as follows:

Armor Partial Armor
Chain Shirt, Scale Mail,
Gambeson, Ring Mail
Simple
Half-plate Breastplate
Thick Hide Hide
Chain Mail, Brigandine, Splint Gambeson or Chain Shirt
Field Plate, Full Plate Half-Plate or Breastplate

Resting

The DMG suggests 6-8 encounters between long rests. While a fair bit on the wishful thinking side, the fact most parties don't play it like that is a big reason why long rest dependent characters (e.g. most casters) are considered much stronger than their short rest peers.

More relevantly here, this makes it impossible to properly balance overland travel. Either there's unbelievably many random encounters and it's a slog, there's very few but they just get obliterated, or they're nonsensically and dangerously challenging.

My initial idea was to make long rests not be guaranteed, but it was confusing and unpredictable. I decided to formalize it.

Long Rest

The long rest works as it does in the PHB - full heal, half your hit dice back (but I think I'll round up), long rest resources and spell slots returned.

What differs is how you get it - the easiest way is to rest somewhere safe like an inn or one's house. In the field, unless you're lucky or helped, there's two ways to get one rather than the lesser partial rest.

  • As a group, give up two hexes' worth of overland movement before and after the rest to find and set up camp - basically long resting during the day.
  • As a character, have a good night's sleep uninterrupted by ambushes, spooky conditions, or standing watch.

Partial Rest

A partial rest is the default when traveling overland. A bit of standing watch and doing small activities.

Completing a partial rest causes the following:

  • You regain half your hit dice (rounded down).
  • You recover hit points as if you spent half your hit dice (rounded up)
  • You receive all the benefits of a short rest, including the ability to spend additional hit dice.
  • Abilities which recharge on a long rest regain half their maximum uses, rounded down. (0 if one use.)
  • Spellcasters regain slots of their choice up to a combined total equal to half their caster level, rounding up. Maximum of 5th level.

You don't get the benefits of a partial rest if you stand watch too long (possibly to let an ally get a long rest) - in that case, it's just a short rest.

Short Rest

As it works in the PHB. I'm gonna say it's not always a full hour, just... give or take. So it's easier to take if you can just secure a safe place in the middle of a dungeon crawl. Just don't abuse it.

Quick Rest

Formalizing this: When in the "dungeon crawl" 10-minute-turn mode, you can spend your turn taking a quick rest. This lets you do one of the following:

  • Spend one hit dice.
  • Regain half of a resource or the uses of an ability which recharges on a short or long rest. Once you do, you can't do so again for that ability until you finish a long rest.

Weapons

Melee Weapons
Weapon Cost Damage Bulk Weight Special
Simple Melee Weapons
    Club 1d4 bludgeoning S 2 lb. Light
    Dagger 2 gp 1d4 piercing C 1 lb. Finesse, light, thrown (range 20/60)
    Greatclub 1d8 bludgeoning B 10 lb. Heavy, two-handed
    Handaxe 5 gp 1d6 slashing S 2 lb. Light, thrown (range 20/60)
    Javelin 5 sp 1d6 piercing A 2 lb. Thrown (range 40/120)
    Light Hammer 2 gp 1d4 bludgeoning S 2 lb. Light, thrown (range 20/60)
    Mace 5 gp 1d6 bludgeoning S 4 lb. Versatile (1d8)
    Machete 5 gp 1d6 slashing S 3 lb. Finesse
    Quarterstaff 5 sp 1d6 bludgeoning A 4 lb. Polearm, Versatile (light)
    Sap 2 gp 1d4 bludgeoning C 1 lb. Finesse, light, special
    Sickle 1 gp 1d4 slashing C 2 lb. Light
    Spear, heavy 5 gp 1d8 piercing B 4 lb. Polearm, two-handed
    Spear, short 1 gp 1d6 piercing A 3 lb. Polearm, thrown (range 30/90), versatile (reach)
Martial Melee Weapons
    Arming Sword 10 gp 1d8 slashing S 3 lb.
    Battleaxe 10 gp 1d8 slashing A 4 lb. Versatile (1d10)
    Flail 10 gp 1d6 bludgeoning A 4 lb. Special
    Glaive 20 gp 1d10 slashing B 6 lb. Heavy, polearm, reach, two-handed
    Greataxe 30 gp 1d12 slashing A 7 lb. Heavy, polearm, two-handed
    Greatsword 50 gp 2d6 slashing A 6 lb. Heavy, two-handed
    Halberd 20 gp 1d10 slashing B 6 lb. Heavy, polearm, reach, two-handed
    Lance 10 gp 1d12 piercing B 6 lb. Reach, special
    Longsword 15 gp 1d8 slashing A 4 lb. Versatile (1d10)
    Maul 10 gp 2d6 bludgeoning A 10 lb. Heavy, two-handed
    Mancatcher 10 gp 1d6 bludgeoning B 5 lb. Reach, two-handed, special
    Morningstar 8 gp 1d8 piercing S 4 lb.
    Pike 8 gp 1d10 piercing B 12 lb. Heavy, polearm, reach, two-handed
    Pollaxe 30 gp 1d10 any B 10 lb Heavy, polearm, two-handed
    Rapier 25 gp 1d8 piercing S 2 lb. Finesse
    Scimitar 15 gp 1d6 slashing S 3 lb. Finesse, light
    Shortsword 10 gp 1d6 piercing S 2 lb. Finesse, light
    Spear, heavy 5 gp 1d8 piercing B 4 lb. Polearm, thrown (range 20/60), versatile (reach)
    War Pick 10 gp 1d8 piercing A 3 lb. Versatile (1d10)
    Warhammer 15 gp 1d8 bludgeoning A 4 lb. Versatile (1d10)
    Whip 2 gp 1d4 slashing S 3 lb. Finesse, reach, special
Ranged Weapons
Weapon Cost Damage Bulk Weight Special
Simple Ranged Weapons
    Crossbow, light 25 gp 1d8 piercing A 5 lb. Ammunition (range 80/320), loading, two-handed
    Dart 5 cp 1d4 piercing C 1/4 lb. Finesse, thrown (range 20/60)
    Shortbow 25 gp 1d6 piercing A 2 lb. Ammunition (range 80/320), two-handed
    Sling 1 sp 1d6 bludgeoning C Ammunition (range 30/120)
Martial Ranged Weapons
    Blowgun 10 gp 1 piercing S 1 lb. Ammunition (range 25/100), loading
    Crossbow, hand 75 gp 1d6 piercing S 3 lb. Ammunition (range 30/120), light, loading
    Crossbow, heavy 50 gp 1d10 piercing A 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
    Longbow 50 gp 1d8 piercing A 2 lb. Ammunition (range 150/600), heavy, two-handed
    Net 1 gp A 3 lb. Special, thrown (range 5/15)

Alternate weapon attacks

Occasionally, the situation may call for a weapon to be used not for its intended purpose - and some are even designed with that in mind. Rather than using a weapon as an improvised club, you can use one of the profiles listed in the Alternate Weapon Attacks table. As this is an advanced skill, you must be proficient both with the weapon being used as well as with the individual Alternate attack, which are individual simple or martial weapons, as shown in the table.


Weapon Properties

    Polearm: Polearms are highly versatile weapons, which qualify for the Polearm Master feat, and have access to the Haft and Spike alternate attacks.

Versatile: You can use this weapon with one or two hands. By wielding it with two hands, you gain the listed property, or the weapon's damage increases to the listed value if there is one.

Alternate Weapon Attacks
Weapon Damage Special Available to
Simple Alternate Attacks
    Bash 1d6 bludgeoning Battleaxe, Handaxe, Morningstar, War Pick
    Haft 1d4 bludgeoning Polearms
    Heavy Bash 1d8 bludgeoning Two-handed Battleaxe, Greataxe, War Pick
    Stock 1d6 bludgeoning Two-handed Light Crossbow, Heavy Crossbow
Martial Alternate Attacks
    Halfsword 1d8 piercing Two-handed Greatsword, Longsword
    Hilt 1d6 bludgeoning Versatile (1d8) Arming Sword, Greatsword, Longsword
    Pommel 2d10 righteous Thrown (20/60) Longsword
    Spike 1d6 piercing Reach (if weapon) Polearms
    Thrust 1d6 piercing Arming Sword, Longsword

Special Weapons

Weapons with special rules are described here.

Flail: The target does not gain additional AC for using a shield.

Javelin: If you have the Extra Attack feature and your hands are empty (or you are wielding a shield), you can draw and hold as many javelins as you have attacks as part of the same object interaction.

Mancatcher: Instead of an attack, you may grapple the target, even at range. Compare your attack roll vs. the target's Strength (Athletics) or Dexterity (Acrobatics). You have disadvantage on subsequent Strength (Athletics) checks to maintain the grapple if you hold this weapon with only one hand.

Pollaxe: You can use the versatile weapon's axe-, hammer- and spearhead to deal any combination of slashing, bludgeoning or piercing damage.

Sap: This weapon can only deal non-lethal damage, except on a critical hit.

Sling: This weapon deals reduced damage (1d4) if quality ammunition (cast metal shot or carefully selected stones) is not used.

Whip: Instead of an attack, you can attempt coarse object interaction (snatching a loose item, pulling a lever, etc.). Use your attack roll instead of a Dexterity (Sleight of Hand) check.

Weapon Bulk

The Bulk column in the Weapons tables shows how large and unwieldy, or compact and quick that weapon is to carry and draw. The possible options are listed below:

C - Compact

Even smaller than and as easy to draw as sidearms, compact weapons can be easily hidden in, or even as clothing. Concealed weapons must be drawn as an object interaction.

S - Sidearm

Sidearms are small and easily accessed - you can draw a sidearm as part of the same action used to attack with it. They are ubiquitous even in civilized society, and wearing one will not raise any eyebrows.

A - Arms

Arms are larger and must be drawn as a normal object interaction before being used. Anybody seen carrying one will likely be assumed to be hired muscle, an adventurer, or some other troublemaker. Some establishments may politely yet firmly insist you leave them at the door.

B - Battlefield

Battlefield weapons are too large and unwieldy to easily transport, and are usually seen in armories, on carts, strapped to mounts, or simply carried in the hand. When worn by a creature no larger than the weapon is sized for, a battlefield weapon requires an action to draw.

Weapon synonyms

There are far too many weapons to try and give meaningful and distinct statistics to. Here are some example alternative names or interpretations for the above profiles:

Arming Sword: Sidesword

Dagger: Stiletto

Glaive: Halberd, Naginata, Guandao, Billhook, Guisarme, half the bloody 2e weapons list!

Heavy Spear: Trident, Boar spear, Ranseur, Goedendang

Scimitar: Saber, Machete

Shortsword: Gladius

Greataxe: Bardiche, Dane axe

Spells

While I don't intend to change much, there's some outliers that I feel need changing or don't like for whatever reason, and it'd be unfair of me not to list them.

Animate Objects

Nerfed - All of them attack off Strength only. Probably some HP nerfs to the tiny ones, too.

Counterspell

Nerfed/adjusted - Now needs to be cast at a higher level to automatically succeed, but +1 to the check for each level above 3rd.

Create Food and Water

Any spell slot used to cast this spell does not come back until you eat a full meal of real, non-conjured food.

(Mass) Cure Wounds

Buffed - In addition to the (level)d8 + mod healing, the recipient may spend one hit dice per spell level.

Faerie Fire

Functionality changed - Automatically hits with no Dex save, but whenever a target takes damage, caster must make a save with their casting attribute (like concentration) or spell ends for that target only.

False Life

Buffed Since this spell was worse than Cure Wounds before I changed that one, the following change: The temporary hit points return one minute after being lost.

Find (Greater) Steed

If you dismissed the steed as an action, the casting time is 1 minute.

Fireball

And similar spells - placing the explosion precisely (through an arrow slit, exact distance to not damage allies, etc) may require an attack roll.

Goodberry

Consumes a material component - berries, which it enchants. Prevents you from being hungry, but it's not viable long term.

Guidance

You need to specify the action you're using the spell to help with, but it can apply to multiple checks if that one action requires them without having to recast it.

Greater Restoration

Can also remove one wound.

Heat Metal

Nerfed - I adore it but it's too good for its unavoidability. New text: If the targeted item is held or worn by a creature, it may attempt a Dexterity saving throw. On a success, the creature takes the spell's damage (unless Evasion or similar effect), then the spell ends.

Identify

Won't always tell you everything about an item (that's boring), but it will definitely tell you if it's cursed (at least unless the curse specifically overrides it) or has major drawbacks, as well as provide hints as to its working and/or what school of magic it's associated with.

Magic Stone

Buffed - You now create an extra stone and they get a +1/+2/+3 bonus to attack and damage rolls with each tier.

Polymorph

The maximum CR of the chosen creature is half the target's level (down from equal to). Also, you're not guaranteed to be able to think straight.

Prayer of Healing

A creature has to remain in range and join in on the prayer to benefit from the healing. No need to convert, though.

Revivify

Brings you back with extra wounds.

Spare the Dying

Functionality changed - Magically makes the target stable for one minute, regardless of recovering or dying. If already stable, refreshes timer and removes one level of dying.

Toll the Dead

Functionality changed - Deals increased damage against Bloodied enemies (IE below half health, down from below maximum), but roll both d8s and d12s and deal better result.

Racial Hit Dice

I don't like how insanely fragile low level characters are. I don't like the giant leap between lvl 1 and 2. And I don't like that race and size has no bearing on one's durability past modifiers to Constitution and maybe a unique feature or two. Thus...

Racial Hit Dice

  • Racial Hit Die. In addition to the hit dice provided by your class levels, you have a racial hit die determined by your race. This die is used solely for maximum hit points calculations, and is determined as follows:
Die Size Condition
d6 Small size, or flight speed
d8 Medium size
d10 Powerful Build feature, dwarf or dragonborn
  • Hit Points at 1st level: The maximum of your class hit die + the maximum of your racial hit die + your Constitution modifier.
  • Hit Points at higher levels: Roll your class hit die and your racial hit die and choose the higher result, with a minimum of one half of the smaller die. Add your Constitution modifier.

For example, a Shield Dwarf Wizard with a Constitution of 14 begins the game with 10 + 6 + 2 = 18 hit points. At each level-up, she will roll a d10 and a d6, choosing the higher result of the two, or 3 (one half of the maximum of the d6) if higher than both, then add her Constitution modifier of 2.


NPCs also get a racial hit die, but theirs is just a flat few hit points (not maximized), and I promise to be careful and not make fodder or glass cannon NPCs too annoyingly or dangerously durable.

Races

First off, some quick tweaks.

Aasimar

Gets resistance to Radiant or Nercotic, not both.

Dragonborn

Uses CaelReader's Greater Dragonborn homebrew. Also has a d12 d10 racial hit dice.

Dwarf

Gets a d10 racial hit dice. No armor encumberance.

Human, Variant / Tasha custom origin

Allowed, but additional feat has to be a half-feat or null-feat.

Kobold

Will use a homebrew, not sure yet which one, watch this space.

Ended up making my own. Note that covering your face/eyes counts for you not being in strong light (but what you're looking at might be still).

Orc

Uses Eberron's rules.

Minotaur, Centaur

Would have to be Large and I don't have good rules for those.

Darkvision

Darkvision, like the name suggests, lets you see okay when it's dark. Seeing in total darkness is reserved for really subterranean races and stuff that's inherently magical like dragons and undead.

That said, realize that the above also applies to your enemies. You won't stand out like a sore thumb if you start a campfire or bring torches because your enemies also will have some lights going. And if it comes to a fight, they don't want to fight in the dark either. And besides, most nights are probably dim light, not total darkness.

Reflavored races

Fully aware of my own hypocrisy ("oh I want races to matter but you can change the rules to another's!"), I am not averse to the thought of allowing a player to pick one race reflavored as another, within reason. A large part of the appeal to me is the fact that it reduces the "traveling freakshow" effect that the party may have.

For example, a goliath or (half-)orc makes for a good "savage northern barbarian" human archetype, while the aasimar, changeling and shifter work well for a possessed human, one who is part doppelganger, or some lycantrophy offshoot respectively.

Either way, if you're going for this, be prepared to have to sell me on the idea.

Classes

I hate making changes to classes. They're player facing options and people might be excited for something I change. Nevertheless, sometimes I gotta.

Artificer

  • Extra Cantrip: Each subclass gets an extra cantrip at 3 - Alchemist gets Acid Splash, Armorer gets both Thunderclap and Shocking Grasp but can only use them in Protector/Infiltrator respectively, Artillerist gets any damaging cantrip of their choice, and Battle Smith gets Mending.
Alchemist

I don't like how much weaker this sub is than the others so it'd get some buffs. Not sure what yet. Probably more experimental potions and more potions per spell slot because 1 spell slot for one potion doesn't compare to resurrecting the steel defender or making a new flamethrower.

Barbarian

  • Unarmored Defense: I've already allowed it, may as well make it official: If you can claim 10+Dex+Con AC, and 13+Dex AC, I'll also allow you the option of 13+Con AC.

Cleric

Forge Domain
  • Blessing of the Forge: You can use your Channel Divinity to move it from object to object.
  • Channel Divinity: Artisan's Blessing: Nigh useless, but I have some uses in mind for it. Too much to list here.

Druid

  • Wild Shape: Since the beasts they have access to have generally a few hit points more due to racial dice, there's an additional limitation to staying in wild shape: You lose if if the sum of your hit points and your (own) constitution bonus is 5 or lower. Keep in mind that the extra hit points can still soak up overflow damage.

Ranger

Poor ranger. If anybody picks it, bring a homebrew variant we both like.

Sorcerer

  • Subtle Spell: Lets you disguise verbal and somatic components as speech and gestures, but you still need to provide them.

Wizard

Chronurgy Magic

Man I love this one and with some fluff changes it would fit this campaign perfectly but, as is, it's just too strong and too open to abuse.

  • Dunamancy Spells: Since there'd be refluffing happening, the spell list would be A: a mixture of chronurgy and graviturgy and B: open for discussion.
  • Chronal Shift: I'm changing how this interacts with dis/advantage: You only get to reroll the lower/higher dice, not the end result. In return, if you change the roll's result so much the other one takes over, the use is refunded.
  • Arcane Abeyance: Too abusable. Limited to cast time of 1 action, bonus action or reaction (but releasing the spell is the same as casting it), and you're the one who has to concentrate on it regardless of who releases it (but don't have to concentrate while it's abeyed). No longer needs a rest to recharge, but you can only have one at a time.
School of Evocation
  • Sculpt Spell: I have a personal and immense hatred for features that let you completely ignore a mechanic - such as cover, range, or in this case, friendlies in the area of effect. No cost, no risk, they just are excluded, and your fireball is now 100% close range usable.

    New functionality: Instead of being automatically protected, the chosen creatures have advantage on the saving throw and have Evasion (half damage on a failure, no damage on a success) against that spell.

    Yes, I realize this is a core mechanic and appeal of the subclass, but I dislike it that much. I'm open to discuss some additional and interesting features in trade.

Assorted

Stuff that doesn't belong anywhere else.

Items & Equipment
  • Magic cannot increase your statistics above 150% of their value, rounding up. For example, putting on Gauntlets of Ogre Power while at Str 11 will give you Str 16. This is because I really hate how these items are usually useless for the people who, conceptually, could use them the most.
  • No ball bearings. Creating these without magic would cost a fortune.
  • Simple encumbrance. Just don't grab everything like it's Fallout 4 and be halfway reasonable about how much you're carrying and I won't press the issue.
  • I don't require tracking of mundane ammo. Let's just assume you carry, recover, scrounge, buy and loot enough to keep you going.
Conditions
  • The Bloodied condition is back - it kicks in when anything is at 50% hit points or below, and it does... nothing except interact with certain abilities or spells.
  • Attacking a blinded target gives you advantage only if you can see it. No more weirdly accurate fighting in fog & Darkness.
  • Stunned condition gives you disadvantage on Strength and Dexterity saving throws and resiting grapples/shoves but you don't auto fail them, you're not paralyzed!
  • Prone from 10ft away is neither dis- nor advantage. Reach users rejoice!
Game Mechanics
  • You can provide somatic components with a focus in your hand even if the spell doesn't require a material component (because it's really weird otherwise).
  • If trying to take somebody alive, you can try to deal non-lethal damage, but only if it deals bludgeoning or psychic damage. When you do, roll damage twice, and take the lower value. Critical hits cannot be non-lethal, so hope you don't get one.
  • If you Shove and succeed by more than 5, you can knock them away and prone if you want. More than 15, and it's automatic.
  • Picking up an item carelessly dropped to the ground (and not carefully set down in easy reach, laid out on a table etc.) costs half your movement. Exactly like dropping prone and going back up.
  • Surprise doesn't work by making one side skip its turn, but on initiative - the side that wasn't expecting a fight gets disadvantage, whoever manages to act or attack unseen gets advantage, rest as normal. Anybody who hasn't had their turn yet is surprised (can't take reactions, interacts with certain abilities), and anybody who has a conditional surprise ignore (barbarians, stone druids) has to declare it when initiative is rolled.
  • Critical hits: Maximize damage dice, add relevant attribute mod, do not double dice.
  • Stacking Bonuses: If you have more than one dice bonus to a d20 roll (Bless, Guidance, Bardic Inspiration, Emboldening Bond etc.), you roll them all and apply (and expend) only the highest.
  • Flanking: +2 to attack roll if enemy surrounded (can go at an angle) and you're not. Moving too far around a target provokes AoO.
  • Vulnerability: +50% damage but more widespread.
Character Building
  • I allow refunding of choices that are obsoleted by later features - for example, if you pick up Nature and/or Survival as a rogue, then get them for free by choosing Scout, you get to choose new skills as if you grabbed them way back when.
  • Would be weird if my own homebrews weren't pre-approved:
    - Circle of Stone for a druid wanting a different take on frontline wildshaping
    - Shield of Light & Warrior of Light for eldricht knights and paladins wanting a magical shield
    - Main-gauche fighting style for rapier-and-dagger
    - Coordinated strike maneuver for battlemasters who want to help their allies hit.
  • I'm open to the idea of changing a spellcaster's casting statistic when it fits the concept, but it's a case by case basis.

Up For Discussion

These changes I'm less decided on and open for, well, discussion on. Which they will be, during session 0.

Critical Hits

I won't lie, I don't like critical hits. I really don't like how, the higher your AC, the more attacks that do hit you are crits. Plus, that sudden chunk of damage can really throw off an encounter's balance. If it was up to me, I'd have them work how they did in 3.5, with threatening and confirming. Well, I suppose it is up to me, but not just up to me and I recognize people enjoy them.

At the same time, I know how meh it feels to get that crit, and roll piss poor on the damage. Thus, to solve both issues, I wish to propose the following change:

  • Critical hits, instead of doubling dice, maximize them.

Again, up for discussion, with the caveat that the also popular option of "deal maximum damage and roll on top of that" is not on the table.

Flanking

I like flanking. Correction: I like the idea of flanking. I don't like the usual implementation where standing directly on the other side of an ally gives you both advantage - in part because it's a massively powerful effect at basically zero cost, but also because it basically devalues every other source of advantage, such as knocking the target down, stunning it, feinting strike, help action, etc. Also, it results in these weird chaotic daisy chains of alternating fighters that just stand there lest they provoke aoos. It's weird and I don't much like that.

So here's what I'm thinking.

  • Flanking gives a +1 or +2 bonus to attack. +1 feels insignificant but is deceptively strong if you look at the math. I haven't decided which yet.
  • You flank a target if the line between you and an ally goes through the enemy space. Practically, you can flank with an ally on either of the three squares behind a same-size enemy. Not coincidentally, this lets 3 people position themselves so all 3 flank.
  • You can't flank if you you're in position to be flanked yourself.
  • I don't like the idea of big nasty solo creatures being so easy to flank, so I'm thinking of limiting flanking to same size (counting small and medium as one size) or only on +1 size.
  • Flanking's too easy right now, especially if you outnumber your enemies. You just walk around the enemy. I have the idea that if you walk into a position you'd flank with yourself (basically walk ~135° around the enemy), you provoke an opportunity attack. This also means you can't just run and circle past a lone guard and be behind him without any opposition, which is a beneficial change for me.

Dying & At Death's Door

One thought I have is to tie falling unconscious and being at death's door to the proficiency modifier - unconscious at prof/2 rounded up, death's door at prof. I like the elegance of it and it lets high level characters have more leeway... but it also is very unforgiving at low levels. Opinions?

Vulnerability

Right now, vulnerability, with its doubling of damage is basically a death sentence. If I were to reduce it to a "mere" +50%, I could justify having more enemies have vulnerabilities a clever party could exploit. Food for thought.

Long Rest

I find the free full heal on a Long Rest to be absurdly forgiving but I also acknowledge its necessity - having to take a few days off to recuperate makes sense but also makes for poor gameplay at times, especially if the players are out in the wilds. Perhaps something could be changed here, in return for easier access to slow but heavy duty magical healing.

 

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