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🚫 Ability Score Bonuses

Source: Homebrew - Natalie's setting

At level 1, select either int, wis, or cha. This cannot be your spell casting stat for your class. You have a number of points equal to your score-10. (min 1), which can be spent during the game, obeying any restrictions for each action. If you later raise this score, you gain another point. Once you use a point you may not use another until you gain a level.

Intelligence
  • Add a two languages or one tool proficiency. may only be used once
  • Pick a specific thing, such as one city, organization, or creature. When making checks to recall information about history of the subject you always use your proficiency bonus and may always choose to use your passive score.
  • Add a historical fact to the game.
Wisdom
  • Gain a favor with a temple, per downtime rules. You may only use this ability once per temple.
  • You gain advantage anytime you use Animal Handling or Insight to predict how a creature may react in the future.
  • Add one fact to the game about a religion or culture, such as a yearly holiday or temperament (people or Ardesh are quick to anger).
Charisma
  • Gain one contact, as per downtime rules. may only be used once
  • Pick either deception, intimidation, or persuasion. Anytime you would roll with disadvantage, you can choose to roll as if you did not have disadvantage. This can only be used if the creature is neutral or friendly to the character.
  • Add an NPC to the game. If the NPC has heard of you, it is only in passing, they start out neutral to the party.

🚫 Alternate Weapon Rules

Whip: gains the Light property

Sabre: Martial, finesse, d6, versatile (2d4)

Sabre: Martial, finesse, d8 re-flavor

Trident: remove versatile, gains 2h and reach. (d8 damage)

Attunement Checks

Casting identify consumes the material components. Consumable items such as ammunition, potions, and scrolls do not require a check. Detect magic revels the strength of the aura coming from the item; weak, strong, overwhelming.

Items crafted by the player or crafted specifically for the player do not require a check. If a player has a strong link to the item, such as an item crafted by a close friend or with the intent of being used by someone like the player, they gain advantage on the check.

In order to use a magic item you must make an attunement check.

  • To make the check you roll a d20 and add your proficiency bonus.
  • If an item does not require attunement in RAW, you add **+10 **to the check.
  • If a spellcaster uses the identify spell while touching you and the item, you add +10 to the roll.

If the check succeeds you can use the item normally.

Item rarity DC minor failure aura
common 10 5-9 weak
uncommon 12 7-11 weak
rare 15 10-14 strong
very rare 18 13-17 strong
legendary 20 15-19 overwhelming
artifact 25 20-24 overwhelming

If the check fails by more than 5 or 10 roll a d10.

d10 roll Check failed by more than 5
but less than 10
check failed by 10 or more
1-2 attunement is too complex.
Player can make another check after an identify spell is cast.
the player attunes in conflict.
3-10 attunement fails, player may try again after a long rest player attunes improperly.
The are attuned but cannot use the item.
Dispel magic or remove curse are required to release the attunement.
Stuck Attunement

A dispel magic or remove curse is needed to let the player remove the attunement against the same DC. The removal check uses d20 + spellcasting modifier + prof bonus + spell slot.

Conflicted Attunement

Weapons As long as the player remains attuned, they have -1 to all attacks.
Armor and Shields. As long as the player remains attuned, they have -1 to their AC.
Rods, Staffs, and Wands. -1 to spell attacks and your spell save dc
Rings. -1 to all saves
Wondrous items. -1 to all skill check

Average GP per Level

Source: homebrew - Natalie's setting

Level Total GP GP earned
1 0 115
2 115 347
3 462 1,038
4 1,500 2,500
5 4,000 5,385
6 9,385 8,846
7 18,231 13,077
8 31,308 18,461
9 49,769 24,616
10 74,385 32,692
11 107,077 38,461
12 145,538 46,154
13 191,692 53,846
14 245,538 63,462
15 309,000 75,000
16 384,000 86,538
17 470,538 101,924
18 572,462 117,307
19 689,769 136,539
20 826,308

Creature Information Checks

Source: homebrew - Natalie's setting

If one PCs wants to get information on a creature they make a skill check using a relevant skill. If the DM does not have a specific skill in mind, use the skill for the creature type noted on the table below. The DC of the check is equal to 10 + the monster's CR divided by 2.

Making a check requires a action. Each PC may continue making checks until the first failure.

If the check is successful the group can ask about one of the following:

  • One of the creatures habits; such as when it's awake, if it travels in packs, how it relates to another creature (ex: goblin to hobgoblin), how it's culture is structured, or how intelligent it is.
  • A short description of it's major abilities. For example, a dnd.monster.magma_mephit breaths fire and are extremely hot up close.
  • If the creature is immune or resistant to any damage.
  • Relative CR see table below
  • All ability scores which are not in the average range see table below

Tables

Creature Ability Score Description
0 - 4 weak
4 - 8 low
8 - 12 average
12 - 16 high
16 - 20 epic
20+ legendary


CR to Average Party Level Description
-6 and below Easy
-3 to -5 Moderate
-2 to +2 Dangerous
+3 to +5 Formidable
+6 and above Deadly


Creature Type Skill Skill ½ proficiency bonus
Aberation Arcana Religion
Beast Nature History
Celestial Religion Arcana
Construct Arcana Religion
Dragon History Nature
Elemental Arcana Religion
Fey Religion Arcana
Fiend Arcana Religion
Giant History Nature
Humanoid History Nature
Monsterosity Nature History
Ooze Nature History
Plant Nature History
Undead Religion Arcana
Legendary* Intelligence Intelligence

* For legendary creatures, the PCs may only make the check if they have the corresponding skill, such as History or Nature for a dragon.

Custom Alignments

Source: Unearthed Arcana

Alignment serves as a handy label for the general attitudes of characters and monsters alike. It works as a sorting mechanism, providing a big‐ picture assessment of which creatures, factions, and NPCs make natural allies or enemies.

The standard alignment system embraces the fundamental points of tension in D&D: the struggle between good and evil on the one hand, and the conflict between law and chaos on the other. The nice thing about this arrangement is that it allows for tension even within a good‐ aligned party. The law–chaos divide means that characters can still disagree on how to promote good in the world.

Alignment is meant to serve only as a quick summary of a character, not a rigid definition. It’s a starting point, but elements such as flaws and bonds paint a much more detailed picture of a character’s identity.

You might find that the alignment choices of good and evil, law and chaos are too abstract for your campaign. You might prefer attitudes that are more nuanced, without the implicit demarcation of heroes as good‐aligned creatures and villains as evil‐aligned ones. A simple solution is to discard alignment in favor of an alternative system that brings the key conflicts in your campaign to the forefront.

Identify the Conflict. Think about the important opposing forces in your campaign by asking the following questions. Can you place them on opposite ends of a continuum? Are there multiple conflicts? What are the key conflicts, and how do all the separate conflicts interact?

For your own alignment system, try to create at least two paths, one of which allows a range of options for the player characters. The other paths can divide the world between the characters (including their allies) and their enemies.

For example, imagine a campaign setting where an ecological crisis engineered by a cabal of necromancers threatens to transform the world into a dead wasteland. Forming one alignment path are the opposing forces of life and death. LICK the choice of good or evil, this conflict defines the setting, and you would expect most player characters to be aligned to life or at least neutral with respect to their support for the necromancers’ plans.

The second conflict path might be preservation versus destruction. People who have gathered to protect the land might disagree on whether to attack and destroy the necromancers, or to work instead at strengthening the natural order so that not even the necromancers’ power can overwhelm it.

Multiple Choices. For grittier games that avoid obvious classifications of good versus bad, you might create alignment paths with more than two choices. In a game that focuses on intrigue and power struggles, for example, alignment might be a quick reference for which factions a character supports. One element of a character’s alignment might indicate his or her affiliation with a noble house or guild. A second element could call out which deity or pantheon the character is tied to.

Neutral Alignment. When creating your alignment system, think about the role of neutrality, and decide whether there’s a midpoint for any alignment path. Neutral creatures might choose to sit out a struggle (as is often the case in good versus evil) or see strengths in both approaches (as in law versus chaos). The role of this choice in your campaign should make sense in terms of your central conflict.

House Rules Ideas

See House Rules Ideas for details.

Inventory: slot system

You have a number of inventory slots equal to your Strength score

Most items take up one slot.

Smaller items can stack (typically up to 3 or 5 to a slot, whatever makes sense) and tiny things like pieces of paper or whatever take up zero slots.

Larger items like heavy and/or two-handed weapons take up 2 slots

Light armor takes up 0, medium armor 1, heavy armor 2 slots

100 coins per slot

Monster Motivation

Roll Motivation
2 Lost, seeking escpape
3-4 Trying to overcome obstable (stuck door, chasm, broken bridge)
5-6 Resting
7-8 Seeking food/water/shelter
9-10 Searching for something lost (comrades, essential gear, personal item, offspring, magic item)
11 Guarding lair / base from intruders
12 Fleeing other encounter

Pathfinder Skill Comparison

See Pathfinder Skill Comparison for details.

Spell Permanency

Source: http://homebrewery.naturalcrit.com/share/HJM5hw-zW

Renown

Renown is an optional rule you can use to track an adventurer's standing within a particular faction or organization. Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. You can tie benefits to a character's renown, including ranks and titles within the organization and access to resources.

A player tracks renown separately for each organization his or her character is a member of. For example, an adventurer might have 5 renown within one faction and 20 renown within another, based on the character's interaction with each organization over the course of the campaign.

Levels of Renown

Renown Example rank
1 Guest
3 Initiate
10 Member
25 Leader
50 Council

✅ Resting, Moderate grit

Halfway between the RAW rest system and the 'gritty realism' system in the DMG.

Breather / Lunch
30 minutes. Characters may consume one use of a healers kit and re-gain hit die.

Short Rest
8 hours, with same conditions as long rest in the player's handbook.

Long rest
1 full day without strenuous activity.

Skill check and Dogpiling

Helping, group checks, & dog piling

In general the player that prompts the check makes the roll.
These guidelines are to prevent the whole table from asking "can I make a check as well?" anytime there's a skill check. The goal is to give space for things to fail in interesting ways, rather than perfectly optimize all checks.


If more than one player can roll the DM will either call out specific players to assist or call for a group check. Players can suggest how they can help and the DM may allow additional roles. In some cases a player may need to be proficient or have a narrative reason their character would be able to help.

The types below are meant as general guidelines, not mechanical rules, to help set a framework for how Ability checks are used.

Mechanics

There are several ways that the help action can result in changes to the roll:

  • The common case: The character making the check gains advantage, the helping character does not roll.
  • Both characters are taking the action: The characters involved each make a separate roll, if either succeeds
    the check is passed. For example, narratively this might make sense for keeping watch.
  • The assisting character makes a lower DC check, if successful the character making the check has advantage.
    This might be the case where a PC could help, but assisting might be difficult. For example two characters are
    attempting to push open a door and there is limited space, so helping involves finding a way for both
    characters to push effectively.

Immediate

Help can rarely be used
These checks are made as part of an action in progress and can rarely be assisted directly. Examples include attempting to discern if an NPC is lying, trying to steal the key from a guard's belt as they walk by, attempting to quickly search a room, or to stabilize an ally in battle.

Example skills: Athletics, Acrobatics, Slight of hand, Investigation, Animal Handling, Insight, Perception

Situational

Only those already involved can help
Similar to immediate check these checks are made as part of an ongoing action. Most commonly these would be checks to interact with an NPC. In order for a PC to help they must already be involved in the situation. For example, a character could slowly draw their greatsword just as another tries to intimidate a local town official or one character could have the reins of a horse while the other attempts to climb on the back.

Example Skills: Deception, Intimidation, Persuasion, Animal Handling

Standard

Other players can help, but may require proficiency
In this case one character is making a check that uses a skill over a short to medium amount of time. Having other characters help makes sense although the assisting character may need proficiency. For example, attempting to bandage a broken leg while others set up camp.

Example Skills: Medicine, Survival, Performace, Arcana, History, Nature, Religion

Group

Helping not relevant.
This is a special case where the DM determines that all players can make a check. This represents a 'group check' as per the Player's handbook or when simply everyone gets to roll.
This type is used when the group can help each other over time, such as making a stealth or survival check for a day's journey or when methodically searching a room.
The other way this check is used is if it's reasonable for every PC to make a check. For example, an enemy dives into a crowd of people and tries to escape, each PC should have a chance to see the enemy as it turns into an alley.

Example Skills: Stealth, Survival, Arcana, History, Nature, Religion

Collective (aka Group v2)

The group rolls against a total DC. So for DC13 and 5 players the total DC is 65. If the players get higher then they succeed.

Skill Tests

A system which encourages players to use their skills while giving players the same agency, understanding of mechanics, and predictability of the combat system.

See Skill Tests for details.

Solo Boss Monster

To turn a monster of any CR into a Solo Boss monster appropriate for that same CR, simply apply these changes to the monster:

  • Increase the monster's HP to its maximum.
  • Decrease each of the monster's damage dice down one step: d10s become d8s become d6s become d4s. Keep the same number of dice: 2d10 becomes 2d8.
  • The monster acts 4 times per round: at Initiative: Steps 15, 10, 5, and 0.
  • At Initiative Steps 15 and 5, the monster takes a full turn (Move, Action, Bonus Action)
  • At Initiative Steps 10 and 0, the monster may make either a single attack (its simplest attack action, no multiattack allowed), or a single movement action.
  • The monster still only gets one reaction per round.

Templates

Templates from the DMG and other sources