House Rules

Some additional ruling that extends the works of Player's Handbook, Dungeon Master's Guide and Xanathar's Guide to Everything.

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Critical Hits

WotC Ruling:

House Rule:

The house rule gives you three options for a critical hit. Double Damage is the default crit rule.
If you wish to use Relentless Critical or Crit Chaining, explicitly state it after your critical attack roll, but before your damage roll.

  1. Double Damage
    When you score a critical hit, your attack causes extra damage against the target. Roll all of the attack’s damage dice and add them together. Then add any relevant modifiers, too. Then double the result. To speed up play, you can roll all the damage dice at once.
    For example, if you score a critical hit with a dagger, roll 1d4 for the damage. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you include those dice as well. Then add your relevant ability modifiers. Finally, double the result.
    Formulae:
  2. Relentless Critical
    When you score a critical hit, your attack causes extra damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers twice, too. To speed up play, you can roll all the damage dice at once.
    For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifiers twice. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.
    Formulae:
  3. Crit Chaining
    When you score a critical hit, this is considered the Initial Attack.
    1. Calculate the damage as normal. This is your Damage Pool.
    2. Second, you get to Cut Deeper. Finish the sequence of Cut Deepers, increasing the Damage Pool.
    3. Finally, apply all the Damage Pool as one damage to the target(s) of the Initial Attack.
    Cut Deeper: Re-roll the attack, with the same attack and damage modifiers as on the Initial Attack. Limitations: Cut Deeper is an effect that increases the Initial Attack damage, and thus Formulae:

Additional Crit Rules:

Examples:

Balragh, a level 3 Orc fighter bearing a greataxe, critically hits his opponent, a shriveld and dirty gnome.
On his Initial Attack, he deals 1d12+4 damage, rolling a 7 on the d12, dealing 7+4=11 initial damage.
He now chooses how he wants deal the extra damage of the critical hit:

Critical Excess Damage

When there is excess damage after killing an enemy with a critical hit, you can deal that excess damage to another enemy that

Autocleave

When there is excess damage after killing an enemy with a normal hit, you can deal that excess damage to another enemy that

Better Criticals



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Delay Action

Immediately before the start of your turn, if you are able to take actions, and you're not fully mind-controlled, you can choose to delay your turn in the initiative order. You can do so as often as you like.
You have to state where in the initiative order you want to take your turn: before or after another creature in the initiative order or a certain event.

Order Comparison to the Ready Action Limitations

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In Death's Cold Embrace (Ysarion Special Rule)

And now: the true test... hold fast, or expire?

Death is a mighty foe. Mightier than you ever could imaginge. So mighty, that nothing in your world could have prepared you for this. When His cold grip tightens around your throat, it is a fight between you and Him alone. Now, no one can help you but yourself. The moment of ultimate truth.

Impact This rule extends the rules for Combat: Damage and Healing: Death Saving Throws from the Player's Handbook.

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Dire Straits

And now: the true test... hold fast, or expire?

Injury is not to be taken lightly. When you suffer a severe injury, your body will remember.

Impact This rule extends the rules for Combat: Damage and Healing: Dropping to 0 Hit Points and Critical Hits from the Player's Handbook.

When you gain one level of exhaustion.


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No Life for free

Oh hell, he will stay down for a while.

Regaining life - but at what cost!? Minor healing will not just magically remove severe wounds, but make it an effort to pull you from the fringe of death, and throw you back into the heat of battle.

Impact This rule extends the rules for Combat: Damage and Healing: Death and Dying from the Player's Handbook.


Instead of 'falling unconscious' and staying at 0 HP, you keep track of your negative Hit Points.

Condition Your Current HP Effect
Fighting > 0 You are stable and can act normally.
Recovering nCON * — 0
( -3 — 0 )
  • You are stable.
  • You do not roll Death Saving Throws.
  • At the start of your turn, you can roll a Constitution Saving Throw against a DC of 10. If you succeed, you can act normally on that turn. If you fail, you lose 1 HP and possibly become dying again.
  • You will recover to +1 HP, 1d4 hours after you last started recovering.
Dying < nCON *
( < -3 )
Death < DHP **
( < -13 )
You die.
* nCON is your negative Constitution Modifier. Characters with negative CON use the value 0.
** DHP is either half your negative Current Hit Point Maximum, rounded down, or -10, whichever you prefer.
*** Examples based on Urgrog the Relentless: Consitution 17, CON 3, MaxHP 25: nCON = -3, DHP = -13



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Bleeding Fields

That hurt, didn't it!? But, alas, I see you are still standing.

Escaping Death is not so easy when you're all on your own. Fight the Last Fight!

Impact This rule extends the rules for Combat: Damage and Healing: Death and Dying from the Player's Handbook.

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Bandaging the Brave

Weeping Wounds, Sainted Saviours

Patch up your comrades so they stand strong once more.

Impact This rule extends the rules for Combat: Damage and Healing from the Player's Handbook.

Gathering Resources

For your treatments to be successful, you need two components: bandages and salves.

Bandaging Score

Now it's time to give your comrades a chance to recover from their wounds. How well you do depends on the quality of treatment. This will take you 10 minutes; But good work takes time, after all.

Effects

Time for a nap. While your hero receives the benefits of a long rest, he will gain following effects, depending on the Bandaging Score:

Your score Effect
4 or less Mighty Mess: You wrapped up a nice little infection in the wounds. The patient loses 3 Healing Dice without receiving any healing from them. Using any of the leftover Healing Dice will grant normal healing. If the patient has multiple different Healing dice (Multiclassing), he strikes off the lagest ones first. If the patient does not have enough Healing Dice, he regains adequately less by the long rest.
5-8 Ungrateful Underdog: The patient loses 1 Healing Die without receiving any healing from it. Using any of the leftover Healing Dice will grant normal healing.
9-12 Ignoble Ignoramus: You wasted precious resources. Nothing more.
13-16 Good Grunt: "Rapid Regeneration" Benefit.
17-20 Ascendant Acolyte: "Rapid Regeneration" Benefit + 1 of your choice.
21-24 Master Medic: 3 Benefits of your choice.
25-28 Radiant Ruler: 4 Benefits of your choice.
29 and above Graceful God: 5 Benefits of your choice or Augmented Ritual.

Benefits

Marked* Benefits can be taken multiple times, increasing their potency.

Benefit Effect
Rapid Regeneration* You gain 50% (*75,100,125,150%) MORE healing from any source until the end of your next short or long rest.
Hefty Healing You regain all of your missing Hit Points at the end of the long rest.
Stand Strong* Gain Temporary Hit Points equal to half (*75,100,125,150%) the Bandaging Score. The Temporary Hit Points last until your next long rest.
Rushed Recovery* You can rid yourself of one (*2/3/4/all) Illness. Illnesses bestowed by magic can be healed, unless it is a Curse or the lasting effects are of an arcane nature.
Sleep Tight* You lose one (*2/3/4/all) additional level of exhaustion.
Divine Dignitary* You open your body to the Greater Powers.
  • Whenever you are the target of a spell, ritual or action that removes Illness, Curses or any other negative lasting effect, you will grant Advantage to a rolled check.
  • If the action taken does not include a rolled check, you can recover all used ingredients for that action afterwards.
  • Augmented Ritual*: You put all your knowledge and soul into a ritual. You gain short-time knowledge of the spell and can cast the spell as if it was two spell levels lower.
    • The caster still needs arcane or divine versatility and have the respective spell slot available.
    • For example, Greater Restoration can be known temporarily and cast once as a Level 3 Spell, but you still have to strike off one Level 3 Spell Slot.
    • Spells of Level 2 and below become cantrips for that one cast.

Limitations



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Aiding and Abetting

Helpers' Helpers: You do not fight alone; you do not survive alone. Your teammates gather up around you and support you in a tedious and difficult task.

Impact This rule extends the scope of the Help Action in Combat from the Player's Handbook to everyday life, outside of combat.

Whenever one of your comrades undertakes a ritual or action that needs your attention for an extended amount of time, you can aid in his endeavours. You have to stick with the task for its full duration, always by his side. But though tough and straining, this may reap you all quite some benefits.
Make a skill check appropriate to the task at hand.

Your score, DC 10 Description Contribution DC 5 DC 10 DC 11 DC 12 DC 13 DC 14 DC 15 DC 16 DC 17 DC 18 DC 19 DC 20 DC 25 DC 30
4 or less Your intermeddling has unforseen consequences. -6 or Disadvantage < -1 < 4 < 5 < 6 < 7 < 8 < 9 < 10 < 11 < 12 < 13 < 14 < 19 < 24
5-8 Someone botched badly. -3 or Disadvantage 0-3 5-8 6-9 7-10 8-11 9-12 10-13 11-14 12-15 13-16 14-17 15-18 20-23 25-28
9-12 Neutral bystander. When they needed you, you were there. At least. 0 4-7 9-12 10-13 11-14 12-15 13-16 14-17 15-18 16-19 17-20 18-21 19-22 24-27 29-32
13-16 Relentless relief. +3 or Advantage 8-11 13-16 14-17 15-18 16-19 17-20 18-21 19-22 20-23 21-24 22-25 23-26 28-31 33-36
17 and above A formidable assistance. +6 or Advantage 12+ 17+ 18+ 19+ 20+ 21+ 22+ 23+ 24+ 25+ 26+ 27+ 32+ 37+
You can choose whether you want to grant a modifier or Advantage/Disadvantage. One Advantage cancels out all Disadvantages, and vice versa (Rules as Written in Player's Handbook).

Limitations



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Lockpickery

Fumble while stressed.

Shoutout to Bob World Builder!

Impact This rule extends the scope of Lockpicking in and out of Combat.

Setup: Die Size

Rules

Difficulty

Rounded
Lock DC
Lock
Complexity
Rounds
required
Lockpicking
Roll
5 1 1 2d6
10 2 2 4d6
15 3 3 6d6
20 4 4 8d6
25 5 5 10d6
30 6 6 12d6

Rerolls

If you are proficient with Thieves' Tools, you can reroll 1s.
Your Pool recharges after a Short or Long Rest.
Power Rerolls Pool
Proficiency in Thieves' Tools + PROF
Expertise in Thieves' Tools + PROF


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Die Replacement

Roll more for less.

Impact Replace dice by others.
Replacements
Target Die Average Replacement OK
2*1.5d4/2↑OK
3*2.0d6/2↑OK
42.5d4OK
5*3.0d10/2↑OK
63.5d6OK
7*4.0d6/2↑ + d6/2↑
84.5d8OK
95.0d4 + d4
105.5d10OK
116.0d6 + d4
126.5d12OK
137.0d8 + d4
147.5d4 + d4 + d4
158.0d10 + d4
168.5d6 + d4 + d4
179.0d12 + d4
189.5d8 + d4 + d4
1910.0d12 + d6
2010.5d20OK
2111.0d12 + d8
2211.5d12 + d4 + d4
2312.0d12 + d10
2412.5d12 + d6 + d4
2513.0d20 + d4
2613.5d12 + d8 + d4
2714.0d20 + d6
2814.5d12 + d10 + d4
2915.0d20 + d8
3015.5d20 + d4 + d4


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Quick Encounter Monsters

Smash more, kill more.

Shoutout to Runehammer's 5e Hardcore Mode!

Impact Destroy life.

Quick Monsters
AC10+CR
HP10*CR
Check+Attackd20+CR
X200*CR


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Objects

Roll more for less.

Impact Destroy shit.

Object Armor Class
Substance AC Resilience Immunity
Cloth, paper, rope 11 Piercing Bludgeoning
Crystal, glass, ice 13 Piercing Slashing
Wood 15 Piercing Bludgeoning
Bone 15 Slashing Piercing
Stone 17 Piercing Slashing
Iron, steel 19 Bludgeoning Slashing
Mithral 21 Bludgeoning Slashing
Adamantine 23 Bludgeoning Slashing

Object Hit Points
Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10-­ft.-­by-­10-­ft. window) 5 (1d10) 27 (5d10)

Doors
Type Thickness Dmg Threshhold AC HP
Wooden, Simple Wooden, Simple Thickness:  1 in Dmg Threshhold -- AC 15 HP:  10 hpDetails
Wooden doors are the most common type. Simple doors are thin and often poorly made, and are not meant to keep out motivated attackers.
Wooden, Good Wooden, Good Thickness:  2 in Dmg Threshhold -- AC 15 HP:  15 hpDetails
Good wooden doors, while sturdy and long-lasting, are meant to block areas and keep out commoners, but are still not meant to take much punishment.
Wooden, Heavy Wooden, Heavy Thickness:  4 in Dmg Threshhold 10 AC 15 HP:  25 hpDetails
Heavy wooden doors are thick and hard to open. They are common as entrances to large halls, temples and smaller castles. They provide ample protection from intruders and the elements.
Wooden, Reinforced Wooden, Reinforced Thickness:  4 in Dmg Threshhold 15 AC 17 HP:  40 hpDetails
Reinforced wooden doors made of wood, but reinforced with lengths of iron. These doors are strong, sturdy and built to keep out intruders.
Stone Stone Thickness:  4 in Dmg Threshhold 25 AC 17 HP:  60 hpDetails
Carved from solid blocks of stone, these heavy, unwieldy doors are often built so that they pivot when opened (crafting hinges strong enough to hold up a stone door must be made by skilled craftsfolk, and dwarven smiths). Secret doors concealed within a stone wall are usually stone doors. Such doors stand as tough barriers protecting something important beyond.
Iron Iron Thickness:  2 in Dmg Threshhold 30 AC 19 HP:  100 hpDetails
Sturdy and protective. Iron doors typically protect secure areas or prisons.
Portcullis, Wooden Portcullis, Wooden Thickness:  3 in Dmg Threshhold 20 AC 16 HP:  30 hpDetails
Thick wooden shafts that descend from a recess in the ceiling above an archway. Wooden portcullises often have ironbound crossbars that create a grid. Typically raised by means of a winch or a capstan, a portcullis can be dropped quickly, and the shafts end in spikes to discourage anyone from standing underneath.
Portcullis, Iron Portcullis, Iron Thickness:  2 in Dmg Threshhold 30 AC 19 HP:  100 hpDetails
An iron porcullis has thick metal shafts that descend from a recess in the ceiling above an archway. Most, but not all porticullises, have ironbound crossbars that create a grid. Typically raised by means of a winch or a capstan, a portcullis can be dropped quickly, and the shafts end in spikes to discourage anyone from standing underneath.
Lock Lock Thickness:  -- Dmg Threshhold 5 AC 19 HP:  30 hpDetails
There are various kinds of locks, including crossbars, intricate key-locking mechanisms and magical spells. Many are made of iron or steal. If a keyhole is visible, an attempt to pick the lock can be made (the difficulty depends on the quality of the lock). However, destroying the lock is also an option. Its the DMs discretion if destroying the lock opens the door ... or keeps it locked in place.
Hinge Hinge Thickness:  -- Dmg Threshhold 5 AC 19 HP:  30 hpDetails
The hinges of the a door allow it to pivot and open. If the hinges are on the visible side of the door (they are usually on the 'inside', as most doors open 'inward'), then attacking or removing them can be a way to bypass the door.
Type Thickness Dmg Threshhold AC HP
Wood, Planks Wood, Planks Thickness:  6 in Dmg Threshhold -- AC 15 HP:  60 hpDetails
Wood walls consist of wooden planks, nailed together, often with crossbeams and supports. Wood is solid, but prone to fire and easy to chop.
Wood, Logs Wood, Logs Thickness:  1 ft Dmg Threshhold -- AC 15 HP:  70 hpDetails
Wood logs are thicker than wooden planks, and usually stacked using mud, cement or another sealant.
Masonry Masonry Thickness:  1 ft Dmg Threshhold 25 AC 17 HP:  90 hpDetails
Masonry walls are the most common type of dungeon and castle walls. These walls are made of stone bricks stacked ontop of each other. Worn masonry, and older ancient walls, often contains cracks and crevices.
Masonry, Superior Masonry, Superior Thickness:  1 ft Dmg Threshhold 25 AC 17 HP:  100 hpDetails
Superior masonary is well-maintained and has few gaps or crevices. These walls are made of stone bricks stacked ontop of each other, but due to their superior craftmanship the walls often look seamless. Some of these walls are engraved with intricate designs and patterns, hiding the crevices. Others are covered with plaster or stucco, or fine mosaics
Masonry, Reinforced Masonry, Reinforced Thickness:  1 ft Dmg Threshhold 30 AC 18 HP:  180 hpDetails
These stone walls are similar to standard masonry, but have iron bars on one or both sides of the wall (or placed within the wall) to strengthen it.
Hewn Stone Hewn Stone Thickness:  3 ft Dmg Threshhold 30 AC 17 HP:  340 hpDetails
Hewn walls are in chambers or passages that have been tunneled out from solid rock. Most hewn walls havee rough surfaces and uneven and jagged ledges, but others are smoothed and engraved.
Unworked Stone Unworked Stone Thickness:  5 ft Dmg Threshhold 30 AC 17 HP:  600 hpDetails
Unworked stone is typically a natural cavern wall. The surfaces are uneven and rarely flat. They often have deep indents, hidden alcoves, ledges at various heights and can be covered in moss, lichen or even dirt.
Iron Iron Thickness:  3 in Dmg Threshhold 30 AC 19 HP:  200 hpDetails
Iron walls are extremely sturdy. They line protected areas, such as treasure chambers and vaults.
Magically Treated Magically Treated Thickness:  -- Dmg Threshhold +20 AC -- HP:  x2Details
Magically treated walls are stronger, and typically immune to the material's vulnerabilities (i.e. a wood wall would noramlly burn because of fire. However, a magically treated wooden wall would take normal damage.)