House Rules
Some additional ruling that extends the works of Player's Handbook, Dungeon Master's Guide and Xanathar's Guide to Everything.
Table of Contents
-
Player's Handbook
-
Dungeon Master's Guide
-
Chapter 8: Running the Game
-
Chapter 9: Dungeon Master's Workshop
-
Ability Options (p. 263)
- Hero Points (p. 264)
- Honor (p. 264)
- Sanity (p. 264)
-
Additions
- Always max out Healing Potions
- Flanking / Outnumbering
Resources
Official Resources -
Unofficial Resources
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Critical Hits
WotC Ruling:
-
Player's Handbook p. 194, Attack Rolls -> Rolling 1 or 20
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.
-
Player's Handbook p. 196, Damage and Healing -> Critical Hits
When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. 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 modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.
Formulae:
- Normal Damage: 1D+MOD
- Critical Damage: 2D+MOD
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.
-
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:
- Normal Damage: 1D+MOD
- Critical Damage: (1D+MOD) * 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:
- Normal Damage: 1D+MOD
- Critical Damage: 1D+MOD + 1D+MOD = 2D + 2*MOD
-
Crit Chaining
When you score a critical hit, this is considered the Initial Attack.
- Calculate the damage as normal. This is your Damage Pool.
- Second, you get to Cut Deeper. Finish the sequence of Cut Deepers, increasing the Damage Pool.
- 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.
- If you miss, you deal no extra damage.
- If you hit, you increase the Initial Attack's Damage Pool.
- If you hit critically, you increase the Initial Attack's Damage Pool. Then, you get to Cut Deeper once more.
Limitations:
Cut Deeper is an effect that increases the Initial Attack damage, and thus
- does not cause or repeat other statuses that are already caused by the Initial Attack.
- does not count towards actions, bonus actions or reactions.
- does not increase the amount of actions, especially in regard to sources for damage reduction
Formulae:
- Normal Damage: 1D+MOD
- Critical Damage: 1D+MOD + 1D+MOD + 1D+MOD ... = xD + x*MOD
Additional Crit Rules:
-
Savage Axe: Each time you deal extra critical damage with a Greataxe (two-handed, heavy), you deal an additional d12 damage.
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:
-
Double Damage:
- He does the same amount of damage again that he did with the Initial Attack.
- Savage Axe: Bearing a Greataxe, he rolls the d12 one more time, showing a 1.
- So he deals an additional 11+1=12 damage.
His attack totals out at (11 initial)+(12) = 23 points.
-
Relentless Critical:
- He rolls his d12 again, this time showing a 3, causing 3+4=7 damage.
- Savage Axe: Bearing a Greataxe, he rolls the d12 one more time, showing a 1.
- So he deals an additional 3+4=7 + 1 = 8 damage.
So he deals total attack damage of (11 initial)+(8) = 19 points.
-
Crit Chaining:
Balragh rolls his Cut Deeper with the following result:
- He misses. So he deals no extra damage with this attack. His attack totals at 11+0=11 points.
-
He hits non-critically:
- He rolls his d12 again, this time showing a 3.
- Savage Axe: Bearing a Greataxe, he rolls the d12 one more time, showing a 1.
- So he deals an additional 3+4=7 + 1 = 8 damage.
His attack totals out at (11 initial)+(8 cut-deeper 1) = 19 points.
-
He hits critically again on a natural 20:
- He rolls his d12 again, this time showing a 3.
- Savage Axe: Bearing a Greataxe, he rolls the d12 one more time, showing a 1.
- So he deals an additional (3+4=7)+1=8 damage on his first Cut Deeper.
-
He does his second Cut Deeper and hits normally
- He rolls his d12 again, this time showing a 7.
- Savage Axe: Bearing a Greataxe, he rolls the d12 one more time, showing a 9.
- So he deals an additional (7+4=11)+9=20 damage on his second Cut Deeper.
His attack damage totals out at (11 initial) + (8 cut-deeper 1) + (20 cut-deeper 2) = 11+8+20 = 39 points.
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
- Is within striking distance of the original attack.
- Whose AC can be hit by the original attack roll.
Autocleave
When there is excess damage after killing an enemy with a normal hit, you can deal that excess damage to another enemy that
- Is within striking distance of the original attack.
- Whose AC+5 can be hit by the original attack roll.
Better Criticals
- Any hit is a critical hit when it hits the enemy AC + 10.
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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
- You can never ascend in the initiative order; only descend to a later place.
- Still, you can descend so far as to skip into the next round, where you can start anywhere in the initiative order, but not later than you current initiative.
Comparison to the Ready Action
- Your actions during your turn will not be limited in any way
- You will keep your place in the new initiative order, until you chooses the Delay Action again.
Limitations
-
If you cause an ongoing spell or effect or are afflicted by such, the duration of the spell or effect will not be influenced by the Delay Action, but rather trigger at the old initiative.
Once you end your turn, event triggers and your new initiative align.
This is meant to prevent players from dragging powerful short-timed spells and effects through multiple rounds, prolonging their effects. This also cancels the possibility of evading death-saving throws.
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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.
- Death saving throws are no saving throws, but a mechanic of their own
- No abilities, spells, conditions or any other effect can influence the outcome. Here is a non-exhaustive list of examples that, despite their descriptions, will not influence Death Saving Throws:
- The Paladin's Aura of Protection will not grant you any bonus
- The Monk's Diamond Soul will not Grant you Proficiency
- Even though you are affected by Exhaustion Level 3, you will NOT have Disadvantage on Death Saving Throws
- The Bless Spell has no power here
- The Halfling's Lucky Trait will not let you reroll the throw
- Death saving fails will not vanish once you get stabilized or healed any amount of hit points
- Instead, they will only be reset once you finish a long rest
- Death saving successes, however, will vanish once you are stabilized or healed any amount of hit points
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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 get critically hit
- or are reduced to 0 HP
- or either (choose one of the two rules for your campaign):
- critically fail a death saving throw
- fail a death saving throw by more than 5
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
- When taking damage, you will not automatically fail a Death Saving Throw, but instead further decrease your Hit Points.
- Receiving healing:
- will not automatically set your Hit Points to 0, but simply increase them, possibly altering your condition.
- will also make you stable.
- Death Saving Throws will be reset whenever you become fighting or recovering.
- Rules, Spells, Abilities and Items that normally target the "0 HP", will now target any negative HP instead.
Examples are the Disintegrate Spell,
Rage Beyond Death, and many more.
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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.
- Instead of 'falling unconscious' and staying at 0 HP, you keep track of your Negative Hit Points.
- Also, you do not keep track of Death Saving Throws that you pass or fail.
- Negative Hit Points (NHP):
- While you're at 0 HP, you are stable and cannot make any more Death Saving Throws. You will recover to +1 HP after 1d4 hours.
- While you're at -1 to your negative Constitution Score, you stay conscious and can act, but have to roll a Death Saving Throw at the end of each of your (regular initiative) turns (reaction turns excluded).
- If your HP drop below your negative Constitution Score, you fall unconscious, but have to keep rolling Death Saving Throws.
- If you drop below half your Negative Hit Points , you will die exactly one round after you have sustained that damage, unless you receive magical healing.
- Receiving damage while you have 0 HP or less will reduce your HP further.
- Receiving healing will not automatically set your HP to 0, but simply remove NHP.
- Death DC (DDC): The DC to your DST is 10 plus half your NHP (if you're at -8 HP, the save DC is 10+4 = 14)
- Death Saving Throws (DST): As long as you have Negative Hit Points, roll a DST
- Taking no actions lets you roll with Advantage.
- Taking Reactions or Bonus Actions will remove any Advantage.
- If you take an Action or a Move Action, you will roll with Disadvantage.
- You still reveice any boni you would reveice for a normal DST.
-
As an Action, allies can aid you, rolling their Medicine Skill
- Each try triggers Resurrection or Dismay.
- Each participant can try on his own, as an Action,
-
or collectively:
- Each participant uses the Delay Action. If their Concentration is lost, so is their contribution.
- The effect takes place on the turn of the last participant.
- Choose one participant to roll the primary roll.
- Each other participant can choose to grant Advantage/Disadvantage or a bonus/malus to the roll. See Aiding and Abetting
- Everyone participating grants Attacks of Opportunity to adjacent creatures until the start of his next turn.
- Resurrection or Dismay: When you roll a DST, or your allies the Medicine Skill, note the difference between the result and the DDC
- Failing the DST, you will lose that amount of HP.
- Succeeding will restore that amount of HPs to you.
- HPs restored this way can not restore you to 0 HP, but not above. The rest is lost.
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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.
-
Bandages
- You can buy bandages in towns and homesteads: 10 cost 1 gp and weight 1 lb.
- You can create your own bandages by simply cooking a piece of cloth and then dry it. This process is a ritual of one hour per 10 pieces.
- You can create bandages without special knowledge.
-
Salves can be either bought or made.
- You can buy salves in towns and homesteads: 10 cost 1 gp and weight 1 lb.
- You can create your own salves by gathering herbs and grinding and cooking them into salves. This process is a ritual of one hour per 10 pieces.
- You need to be versatile in the Medicine skill, i.e. be proficient or have spent points in it.
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.
- Roll a Medicine check per each creature you want to bandage. This includes modifiers of proficiency, good luck and pure supremacy.
- If you do not use properly processed bandages, you get -5 to the result. If you instead apply random pieces of cloth, you only get -3 to the result.
- If you do not use adequate salves, you get another -5 to the result.
- If you have to treat yourself,you gain another -3 to the result.
-
You can apply one use of a Healer's Kit to forego the use of either Bandages or Salves.
Two uses will replace both Salves and Bandages, and grant you Advantage.
If you have the Healer Feat, its boni will also apply RAW, but not overstack.
-
Examples:
- Treating someone without bandages or salves will result in a (-5 -5 =)-10 modifier
- Patching up yourself with only random cloth will grant you a (-3 -5 -3 =) -11 modifier
- Using two charges from the Healer's Kit, you will get Advantage on your Medicine check.
- Having the Healer Feat and using two charges from the Healer's Kit, you will get Advantage, plus heal the target Hit Points equal to 1d6+4 + the creature's maximum number of Hit Dice
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
- A creature can only be bandaged once per long rest. Even though the first try may have failed horribly, you trust the beauty of the dressing and leave it at that.
- You cannot stack benefits across persons, neither can you utilize leftover Benefits from previous Bandagings
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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
- You can only try to assist in a certain action once, and only one at a time.
- Whoever undertakes the ritual or action cannot aid and abet himself.
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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
- Select a Die Size for difficulty: Base die is d2.
- For each DEX point, increase the Die Size by 1.
- If you have Thieves' Tools available, increase the Die Size by 2.
- If you have a hammer, nails, a fire, 10 minutes time, and Proficiency in Smith's Tools, you can create simple pins with which you can increase the Die Size by 1.
| DEX base |
Die Size |
Replacement Dice |
| / | impossible |
| 0 | d2 | d4/2↑ |
| +1 | d3 | d6/2↑ |
| +2 | d4 | d4 |
| +3 | d5 | d10/2↑ |
| +4 | d6 | d6 |
| +5 | d8 | d8 |
| +6 | d10 | d10 |
| +7 | d12 | d12 |
| +8 | d20 | d20 |
Examples
| DEX 0, no tools | d2 |
| DEX 2, tools | d5 |
| DEX 3, tools, expertise | d10 |
| DEX 3, no tools, expertise | d8 |
Rules
- You need to beat the required Lockpick Rolls.
- Roll 2d6 per round, or outside of combat roll all at the same time.
- On a 1, the lock resets.
- You can reroll 1s according to the skill table.
- Failures lead to scratch marks.
- Rolling two 1s may damage your tools or jam the lock.
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* | 1.5 | d4/2↑ | OK |
| 3* | 2.0 | d6/2↑ | OK |
| 4 | 2.5 | d4 | OK |
| 5* | 3.0 | d10/2↑ | OK |
| 6 | 3.5 | d6 | OK |
| 7* | 4.0 | d6/2↑ + d6/2↑ | |
| 8 | 4.5 | d8 | OK |
| 9 | 5.0 | d4 + d4 | |
| 10 | 5.5 | d10 | OK |
| 11 | 6.0 | d6 + d4 | |
| 12 | 6.5 | d12 | OK |
| 13 | 7.0 | d8 + d4 | |
| 14 | 7.5 | d4 + d4 + d4 | |
| 15 | 8.0 | d10 + d4 | |
| 16 | 8.5 | d6 + d4 + d4 | |
| 17 | 9.0 | d12 + d4 | |
| 18 | 9.5 | d8 + d4 + d4 | |
| 19 | 10.0 | d12 + d6 | |
| 20 | 10.5 | d20 | OK |
| 21 | 11.0 | d12 + d8 | |
| 22 | 11.5 | d12 + d4 + d4 | |
| 23 | 12.0 | d12 + d10 | |
| 24 | 12.5 | d12 + d6 + d4 | |
| 25 | 13.0 | d20 + d4 | |
| 26 | 13.5 | d12 + d8 + d4 | |
| 27 | 14.0 | d20 + d6 | |
| 28 | 14.5 | d12 + d10 + d4 | |
| 29 | 15.0 | d20 + d8 | |
| 30 | 15.5 | d20 + 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
| AC | 10+CR |
| HP | 10*CR |
| Check+Attack | d20+CR |
| X | 200*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.) |