D&D House Rules

Here are some house rules I will be using for the games I GM.  Some of these house rules are implemented from a roleplaying perspective as well as changes brought about by 5th Ed. 
Some house rules are intended to speed up combat or make them more deadly.
This segment is a WIP as well and there may be new house rules being added or removed.  You are also free to suggest ideas as well but the GM has final say on whether it will be implemented.  Also, if you have any concerns regarding any of the houserules, do feel free to leave your comments below.

Last revision: 4th July 2017

XP GAIN
I generally do not encourage XP gains by "grinding/slaying" creatures.  XP gained will primarily come from accomplishing a task or advancing the story.  Thus, completing quests will grant XP, even if it is not resolved favorably.

Rewarding Roleplaying
Bonus XP will be awarded for players who put in the effort to roleplay their characters and stay in character.  Using player knowledge or meta-gaming is strongly discouraged. 

ATTENDANCE
XP is awarded for participating in the game session or story itself.  The following is how we deal with the following:

Absenteeism
No XP or very little XP will be given to the characters that belong to the absent player.

Leaving Early
For players who have other appointments and have to leave early, they will gain XP appropriately for the segment which they have participated in but will gain no further XP for segments which they were not present for.

Leaving Early - Mid Combat
If the player left mid-combat, then another player will assume control of their character and that character gains full XP only for that specific combat encounter.

RSVP
  • We tend to confirm game session on either Wednesday or Thursday via whatsapp. 
  • Please reply to confirm if you can or cannot attend.  A response of yes or no is better than a "no reply" from you at all.  This is to enables the DM to plan ahead. 
  • If a player fails to RSVP more than three times and/or misses three sessions of the game without prior informing the DM or via groupchat.  Then it is considered that the player's lack of response is equivalent to their lack of interest.  As such, we will have to look for replacement player.  


Punctuality Incentives
We typically try to wait for everyone but it may not be possible and time is precious for everyone.   Therefore we may start the game when the DM feels its right.
  • This means players who arrived earlier or on time has may have gone through certain segments or encounters and receive more XP than the player who came in halfway.  
  •  On top of that, players who arrive earlier or on time also gets a minor additional XP to reward their effort in being punctual.


COMBAT
These are intended to make combat deadlier so characters need to pick and choose their fights carefully.

1. Critical Hits
Some GMs claim that PHB 196 is not explicitly clear on how critical hits works and only allows weapon damage dice to be doubled.  I will go by RAW.  That means, when character or monster performs critical hits, aside from weapon dice, other damage dice are also increased such as Sneak Attack, Hunter's Mark and Divine Smite.  Modifiers are not doubled. 

1.1 - Critical Fumbles - Melee
If your character rolls a 1 to hit in combat, typically something bad happens.   If you are holding a weapon, it either falls to the ground or get stuck/lodged into something.  A bonus action is needed to pick up the weapon or a full action is needed to pry it off the wall.  GM's choice.

In event whereby your ally is grappling someone or being grappled, if you roll a 1 to hit the target.  You may also hit your ally.  After rolling a 1, roll again vs your ally's AC.  If you hit, then you accidentally struck your ally.

1. 2 - Critical Fumbles - Range
If you are shooting into melee where an ally is fighting with an enemy and you roll a 1 to hit.  You may accidentally hit your ally.  After rolling a 1, roll again vs your ally's AC.  If you hit, then you accidentally hit your ally.

1.3 - Rule of Cool - Call Shots
Character may attempt to perform call shots by targeting specific areas of a creature's body.   Even if the call shot succeeds it may still be up to GM's discretion on the degree of success of the call shot as it has the potential to trivialize encounters.
Example:  Character calls shot and attempts to behead a bandit captain, your attacks hit but GM may rule it that your sword slices across but the bandit captain ducks in time and you only manage to slash into his eyes, thereby blinding the bandit captain.
  •  Call shots always confer disadvantage on attack roll regardless of whether the creature has advantage or not.
  • The disadvantage imposed by Call Shots cannot be offset by the Lucky feat.
  • Ranged Call Shots can only be performed in normal range.
  • Victim of a Call Shot must pass Con DC.  The DC is equivalent to half the damage the victim suffers, if the victim fails the saving throw, they may suffer certain conditional effects.
  • Creatures that are larger than the attacker by 2 sizes has advantage on saving throw 
  • Creatures that are larger than the attacker by 3 sizes and more cannot be Call Shot
Head Shots
If the victim fails the saving throw, the attacker rolls for damage as if it has already hit with another attack.  A creature that functions without a head is immune to this effect.

Go for the Eyes Boo!
If victim fails the saving throw, it suffers disadvantage to the attack roll.  And is treated as blinded if it fails this saving throw twice.  A creature with multiple eyes / eye stalks or does not rely on its eyes is immune to this effect.

Hands
If a victim fails the saving throw, it may drop its weapons if it is wielding one.  Or lose the ability to use one arm to attack.

Legs
If a victim fails the saving throw, its movement speed is reduced by 10.   A creature with many legs are obviously less likely to suffer this effect.


1.3a - Rule of Cool - Performing Stunts in Combat
Character may attempt to lift up a table throw at bunch of enemies or somersault over the enemy and land behind them to stab them in the back.   Depending on what the character wants to do, some of these may require only a bonus action or a full action.  Also, the appropriate checks need to be made and degree of success in pulling off these stunts is up to GM's discretion.
Example:  Character lifts up an enemy thug and throws it at the thug's friend.  The character does a strength check to lift up the thug and then roll to hit as normal.   If it hits, the thug lands on a few of his accomplices knocking them prone.


DOWN-TIME ACTIVITIES
Although training is considered to be a down-time activity.  Character can also engage in other forms of downtime activity.  Below is only one type of activity, if you think of others, feel free to ask the GM on feasibility of implementing it. 

1. Crafting 
Characters are allowed to perform specific crafting actions as long as 1) they are proficient in the craft 2) have the necessary tools and facility to perform the said craft 3) have the necessary materials required for crafting the item
As a general rule of thumb, always consult with your GM on the item you intend to make.  The outcome of the crafting is a combination of various factors, and the GM have the final say on it.
Example:  Character A wants to make a potion of regeneration out of herbs and has alchemical tools and training.  GM allows her to make a potion but it does not work as intended.  The next time Character A tries, she adds in some troll blood known for its regenerative powers.  GM informs her that she has successfully crafted a potion of regeneration.

1.1 Success & Failures
In either cases, crafting consumes the raw material components needed to craft an item.
Failing a DC check means that the character fails to craft the item.
Succeeding the DC check means the character successfully crafts the item.

1.2 Alchemy & Herbalism
Refer to the link, we would be using this but may not follow it 100% word to word.  GM has final discretion on the results.   To be able to craft both poisons and potions, a character would need proficiency in both Herbalism Kit and Alchemy Supplies as stated in PHB.

1.3 Schematics/Recipes
A character knows only the amount of schematics/recipes equal to his/her proficiency bonus.  For example: a level 1 character who is a blacksmith, knows only how to craft 2 types of items.  A level 1 alchemist for example, knows only 2 potions at level 1, and they know only the most common types.

As a character increases in level, they learn new recipes/schematics.  But much like a wizard learns a new spell, a character can learn additional schematics/recipes if they come across a manual teaching them the secrets of crafting or learn from a great master.   


2. Training
Characters can spend time training to improve themselves when they are not traveling on an adventure.  This is represented by spending gold on a trainer and time training oneself.  
To undergo training, a character must find a trainer willing to teach, pay for the said training and spend time honing their craft.

The benefits of training are as follows: Character gains maximum Hit Points for that class and 1 training point.  Training points can be redeemed in the following ways.
5 Training Points - allows a character to become proficient in a new skill
5 Training Points - allows a character to become an expert in a skill he/she is already proficient in
5 Training Points - allows a character to be proficient in a type of tool or common artisan skill
10 Training Points - allows a character to learn a new FEAT/uncommon artisan skill.


2.1 - The cost of training is as follows

Time taken to train can be reduced by number of days equal to the character's intelligence modifier.
That means, training for level 2 will take 6 days.  But a character with intelligence of 12, with +1 Intelligence modifier will take only 5 days to complete the training.


ITEMS
Unlike in previous editions, 5th Ed D&D no longer has a magic item economy.  To address the itemization issue.  I have introduced Mastercrafted equipment to bridge the gap, mastercrafted equipment typically cost much more than the standard equipment.

1. Weapons 
All mastercrafted weaponry function exactly like magical versions of it.  Granting +1 to hit and damage.  However, as these are not magical, they still do not bypass resistance or immunities possessed by some creatures.

2. Armor
Mastercrafted armor are designed to be comfortable to wear and/or better are deflecting blows or absorbing the force of impact.  To represent this, wearers take 1 less damage from non magical bludgeoning/piercing/slashing damage. 

3. Others
The miscellaneous items may provide specific bonus in very specific circumstances.  Example: A very well crafted musical instrument may provide the user an advantage when playing music.

4. Bucklers
Do not technically exist in 5E.  Our house-rule for it will be as such.  A character equipped with it can use a reaction to add 2 to their AC if they are being attacked in melee combat.

5. Tower Shield
Grants +5 AC, imposes disadvantage on attack roll. A character equipped with it can use a reaction to add another 5 to their AC if they are being attacked in melee/ranged combat.    Requires Strength 14 to use. 


RULES & SUPPLEMENTS
The core rules PHB is all that is needed for the game now.  Multi-classing is strongly discouraged, player needs to come up with fluff/background justification to multi-class and even then GM have final discretion on whether it is allowed or not.
Certain content from EE Companion Guide, SCAG may be considered, however please consult GM before using any of the material inside

1. Elemental Players Companion
No race from EE maybe allowed except for Goliaths.
Spells may be allowed, consult GM on the spell you would like before going ahead.

2. Sword Coast Adventure's Guide
No race from SCAG is allowed.
Class variants allowed:  Cleric: Arcana Domain, Fighter: Purple Dragon Knights (Renamed as Knightly Orders), Paladin: Oath of the Crown, Rogue: Swashbuckler
Backgrounds allowed: City Watch, Cloistered Scholar, Courtier, Mercenary Veteran, Urban Bounty Hunter.
Consult GM if your preference is not listed.


3. Unearthed Arcana
Feats: Skill Feats, Weapon Feats, Racial Feats (Warhammer master disallowed)

Archtypes: Cavaliers, Scouts

Domains: Click to view
Others: Fighting Style - Mariner


4. Weapons

Lances  
Even if it is a single handed weapon when mounted and technically RAW allows a character to dual wield lances.  It is not allowed in my campaign, as it borders on rules abuse.



5. Feats

Heavy Armor Master
Changed to, reduces damage taken from bludgeoning/piercing/slashing by 1/2 per character level

Dual Wielder 
Adds the following; when a character scores a critical hit or reduces a target to 0 Hit Points with a single handed weapon, the character gets make another attack.   This can only occur once per turn.

Savage Attacker
Remains the same.  Adds the following.  The character gains +1 to either their dexterity or strength score.

Dirty Fighting (Homebrew)
You master the art of dirty fighting, wielding one weapon in one hand and your freehand to distract and confuse your opponent.   Making feints, throwing sand in their face etc...


When wielding only a one handed weapon in one hand and having a freehand.
The character may use a bonus action to distract his/her opponent.  He/she gains advantage for the next melee attack roll and if the attack roll results in a critical hit, deals an additional die of weapon damage.  The character must declare to do this before making the attack roll on his/her target.

When being attacked in melee combat, the character may use a reaction to distract the opponent.  The opponent suffers disadvantage on the attack roll for hitting the character.  The character must declare to do this before the creature makes the roll.  If the attack misses, the character may make a free attack at disadvantage at the opponent that attacked him/her.



Technical Arcane Training (Homebrew)
Trained by the best artificers, you learn to harness the power within the magical items that you come across

Allows the character to attune to one more item than normally allowed.

Thrown Weapons Expert (Homebrew)
Thrown weapons are now considered as ammunition for characters that have this feat

Mentor (Homebrew)
Allows the character to train followers and the followers that undergo training, receiving training points and max HP for their level.  Mentor must also spend adequate amount of time training their student


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