House Rules
House Rules
* Every character gains one saving throw proficiency chosen by the player in
addition to those granted by his or her class
* Variant Acolyte may take proficiency with Medicine instead of Insight and/or one
type of musical instrument instead of a bonus language
* Variant Charlatan may take proficiency with Performance instead of Sleight of
Hand and/or one type of gaming set instead of forgery kit
* Variant Criminal may take proficiency with Intimidation instead of Deception
and/or Perception instead of Stealth
* Variant Entertainer may take proficiency with Sleight of Hand instead of
Acrobatics and/or one type of gaming set instead of disguise kit
* Variant Folk Hero may take proficiency with Medicine instead of Survival and/or
Persuasion instead of Animal Handling
* Variant Guild Artisan may substitute proficiency in Perception for Insight
and/or Deception for Persuasion
* Variant Hermit may take proficiency with Nature instead of Religion and/or one
type of artisan's tools instead of bonus language
* Variant Noble may take proficiency with Insight instead of History and/or
Deception instead of Persuasion
* Variant Outlander may take proficiency with Nature instead of Athletics and/or
herbalism kit instead of musical instrument
* Variant Sage may take proficiency with Investigation instead of History and/or
one type of artisan's tools instead of a bonus language
* Variant Sailor may take proficiency with Intimidation instead of Perception
and/or one type of gaming set instead of navigator's tools
* Variant Soldier is separated into footman, officer, scout, and support staff
- Footman gains proficiency with Athletics, Intimidation, one martial weapon,
and one type of gaming set
- Officer gains proficiency with Animal Handling, Intimidation, one martial
weapon, and one language of your choice
- Scout gains proficiency with Animal Handling, Perception, one martial weapon,
and one type of gaming set
- Support staff gains proficiency with Animal Handling, Medicine, one type of
artisan's tools, and vehicles (land)
* Variant Urchin may take proficiency with Athletics instead of Stealth and/or
Deception instead of Sleight of Hand
Equipment
* Rapier and dagger combination may be used for two weapon fighting, despite the
rapier not being a light weapon
* Sling range increased to 150/600
* Short bow range increased to 100/400
* Light crossbow range increased to 100/400
* Heavy crossbow range increased to 150/600
* Crossbow, repeating added to list of simple ranged weapons; 50 gp, 1d6 piercing,
5 lb, Ammunition (range 60/240), two-handed
* Composite bow added to list of martial ranged weapons; 75 gp, 1d8 piercing, 2
lb, Ammunition (range 150/600), two-handed
* Crossbow, arbalest added to list of martial ranged weapons; 75 gp, 2d6 piercing,
25 lb, Ammunition (range 150/600), heavy, two-handed, windlass (requires an action
to load)
* Buckler (+1 AC, 2 lbs) added to list of armor; bards, rogues, and all characters
who can use regular shields are proficient with bucklers
* A character carrying nothing except for normal clothing has his or her movement
rate increased by 10 feet
* Each turn spent lifting and holding more than a character's maximum carry weight
but less than his maximum lift weight inflicts 1 Fatigue Point; each set of 10 reps
at such
weights inflicts 1 Fatigue Point as well; for exceptonal weights, each round of
lifting and holding inflicts 1 Fatigue Points and every 2 reps inflicts 1 Fatigue
Point
* The Dash action is renamed Hustle; it describes a quick but guarded walking
speed that covers as much distance as possible without sacrificing any defensive
capability
* A character can Jog as his action; this uses up all movement for the turn, and
allows movement at up to four times speed (after modifying for encumbrance); each
hour spent
jogging inflicts 1 Fatigue Point on top of any fatigue the character would
normally accrue; for example, jogging for 10 hours straight inflicts 12 Fatigue
Points, 10 for the
time spent jogging and 2 because the ninth and tenth hours also count as a hours
of forced marching
* A character can Run as his action; this uses up all movement for the turn, and
allows movement at up to six times speed (after modifying for encumbrance); each
turn spent
moving at this pace inflicts 1 Fatigue Point on the character on top of any
other fatigue damage that is being accrued
* A character can Sprint as his action; this uses up all movement for the turn,
and allows movement at up to eight times speed (after modifying for encumbrance);
each round spent
moving at this pace inflicts 1 Fatigue Point on the character on top of any
other fatigue damage that is being accrued
* A character may jump a number of feet equal to 10 plus his Strength modifier, or
10 plus his Strength modifier plus his proficiency bonus if trained in Athletics;
this number is
increased by 5 feet if he is carrying nothing heavier than regular clothing;
additionally, a character can attempt an exceptionally long jump by making a DC 15
Athletics check;
for every 3 points by which his roll exceeds the DC, he may jump 1 foot further
than usual; these heights assume a running start of at least 10 feet before the
jump; a standing
long jump is calculated in the same manner, but the final distance after all
modifiers and rolls is halved
Advancement
* For multiclass characters, ability score increases occur when total character
level reaches 4, 8, 12, 16, and 19 rather than at specific class levels
* Extra ability score increases still happen at the relevant level of that
individual class; for example, a multiclass rogue gets one when he or she reaches
level 10 in rogue
* Advancing in level requires training; take the level attained and divide by two,
rounding up; this is the number of weeks the training takes, at a cost of 100 sp
per week, assuming
the character has a trainer who has already attained the desired level or
higher; until training is complete, the character does not gain the benefits of the
new level; training costs
increase to 200 sp per week from 5th to 10th level, to 500 sp per week from 11th
to 17th level, and to 1000 sp per week from 18th to 20th level, and tutors become
increasingly scarce
* If a trainer cannot be found, a character may undertake self-training; the total
cost is the same as training with a tutor, but is spread out over twice as many
weeks; for example,
a character wishing to attain 10th level with a tutor must spend a total of 1000
sp and spend 10 weeks training, while one without a tutor spends the same 1000 sp
but takes 10 weeks
Sorcerer
* In addition to their use for metamagic and creating spell slots, Sorcery Points
may be used to upgrade existing spell slots; doing so costs an amount of Sorcery
Points equal to the
difference between the number of Sorcery Points needed to create a spell slot of
the upgraded level minus the number needed to create a spell slot of the current
level; for example,
in order to upgrade a 1st level spell slot to 2nd level costs 1 Sorcery Point,
whereas upgrading it to a 5th level spell slot would cost 5 Sorcery Points; doing
this is a bonus action
* Wild Magic Sorcerers automatically know the 1st level spell Nahal's reckless
dweomer; name a spell of 5th level or lower which you have prepared and roll on the
Wild Surge table; the
selected spell is only cast if the table indicates a result of "spell
functions," but all other effects of the wild surge occur regardless of the success
or failure of the sorcerer's
desired casting; the caster can exert a little control over this planned surge;
add your sorcerer level to the d100 roll on the Wild Surge table
* Use the AD&D 2nd Edition Level Variation and Wild Surge tables for wild magic,
as reproduced below:
Level 1 2 3 4 5 6 7 8 9 10 11 12
13 14 15 16 17 18 19 20
1 -1 -1 -1 1 -1 0 0 0 0 0 0 0
0 0 0 +1 +1 +1 +1 +1
2 -1 -1 -1 1 -1 -1 0 0 0 0 0 0
0 0 +1 +1 +1 +1 +1 +1
3 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 0
0 +1 +1 +1 +1 +1 +1 +2
4 -2 -2 -1 -1 -1 -1 -1 -1 0 0 0 0
+1 +1 +1 +1 +1 +1 +2 +2
5 -3 -2 -2 -1 -1 -1 -1 -1 -1 0 0 +1
+1 +1 +1 +1 +1 +2 +2 +3
6 -3 -3 -2 -2 -1 -1 -1 -1 -1 0 0 +1
+1 +1 +1 +1 +2 +2 +3 +3
7 -4 -3 -3 -2 -2 -1 -1 -1 -1 0 0 +1
+1 +1 +1 +2 +2 +3 +3 +4
8 -4 -4 -3 -3 -2 -2 -1 -1 -1 0 0 +1
+1 +1 +2 +2 +3 +3 +4 +4
9+ -5 -4 -4 -3 -3 -2 -2 -1 -1 0 0 +1
+1 +2 +2 +3 +3 +4 +4 +5
Roll Result
01 Roll on this table each round for the next minute, ignoring this
result on subsequent rolls
02 Wall of force (PHB pg.285) appears in front of caster for 10 minutes
03 Caster shoots forth eight non-poisonous snakes from fingertips; snakes
do not attack
04 Caster's clothes itch for 1d10 rounds, imposing disadvantage on
initiative rolls
05 Caster glows as per a light (PHB pg.255) spell
06 Spell effect has a radius of 60 feet, centered on caster
07 Modron controlled by DM appears within 5 feet of caster, then
disappears after 1 minute
08 Confusion centered on caster
09 Caster is pushed 5 feet in a random direction and falls prone
10 Caster's face is blackened by a small explosion, dealing 1d4 fire
damage
11 Caster's touch sets flammable objects instantly ablaze for the next
minute
12 For the next minute, caster can see any invisible creature he or she
has line of sight to
13 Reduce (PHB pg.237) on caster for 10 minutes
14 If sexually compatible with target, caster falls madly in love with
arget until remove curse or greater restoration is cast to cancel this effect;
otherwise caster
is affected as if by charm person (PHB pg.221) for 1 hour or until
canceled by dispel magic
15 Caster's concentration on spell is unbreakable, but neither can caster
voluntarily end concentration on the spell until its maximum duration elapses
16 Polymorph (PHB pg.266) caster into a random beast for 1 hour; resultant
form may be that of any beast with CR equal to or less than the caster's level
17 Colorful bubbles come out of caster's mouth instead of words; words are
released when bubbles pop; spells with verbal components cannot be cast for 1
minute.
18 All creatures within 60 feet of caster become unable to understand any
creature or make themselves understood verbally for 1 hour or until canceld by
dispel magic
19 Wall of fire (PHB pg.285) encircles caster for 1 minute
20 Caster's feet enlarge for 10 minutes, reducing movement to half normal
for the duration
21 Mirror image on caster for X minutes
22 Levitate (PHB pg.255) on caster for 10 minutes
23 Fear (PHB pg.239) in a radius of 60 feet, centered on caster; all
within radius except the caster must make a saving throw
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster's height permanently changes by 1d10 inches; on an odd roll,
caster shrinks, and on an even roll, caster grows
26 Caster's age is altered 1d10 years; caster becomes younger on an odd
roll and older on an even roll
27 Silence (PHB pg.275) centered on caster with a duration of 10 minutes
28 Grease (PHB pg.246) centered on caster with a duration of 1 minute
29 Reverse gravity (PHB pg.272) centered on the caster for 1 round
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Invisibility (PHB pg.254) on caster for 1 hour or until caster attacks
or casts a spell
33 Color Spray (PHB pg.222) from caster's fingertips
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until a
dispel magic is cast
36 3d10 gems shoot from caster's fingertips; each gem is worth 1d6 x 10
sp.
37 Ethereal music fills the air around you
38 Create Food and Water (PHB pg.229)
39 All normal fires within 60 feet of caster are extinguished
40 One magical item within 30 feet of caster (randomly chosen) is
permanently drained
41 One normal item within 30 feet of caster (randomly chosen) becomes
permanently magical
42 All magical weapons within 30 feet of caster are increased by +2 for 10
minutes
43 Smoke trickles from the ears of all creatures within 60 feet of caster
for 10 minutes
44 Dancing lights (PHB pg.230) surround target for 1 minute
45 All creatures within 30 feet of caster begin to hiccup
46 All normal doors, secret doors, portcullises, etc. (including those
locked or barred) within 60 feet of caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60 feet of the caster
49 Spell fails but is not wiped from caster's mind
50 1d6 flumphs controlled by the DM appear within 5 feet of caster, then
disappear after 1 minute
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting
1d6 x 10 minutes
52 Deafening bang affects everyone within 60 feet; all those who succeed
on a Constitution save are deafened for 1 round, and those who fail are stunned for
1 round and then
deafened for an additional 1 minute thereafter
53 Caster and target exchange voices until a remove curse is cast
54 Gate (PHB pg.244) opens to randomly chosen outer plane for 1 minute;
50% chance for an extra-planar creature to appear during this time
55 Spell functions, but shrieks like a shrieker
56 Spell functions, but effectiveness (range, duration, area of effect,
damage, etc.) is halved
57 Spell reversed, if reverse is possible
58 Spell takes physical form of free-willed elemental and cannot be
controlled by caster. Elemental remains for duration of spell. Touch of the
elemental causes spell effect (THAC0 equal to caster's).
59 All weapons within 60 feet of caster glow for 1 minute
60 Spell functions; any applicable saving throw is made with disadvantage
61 Spell appears to fail when cast, but occurs 1d4 rounds later
62 All magical items within 60 feet of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
64 Slow (PHB pg.277) spell on target and five other randomly-selected
creature within a 40-foot cube centered on target
65 Caster regains 2d10 hit points
66 Lightning bolt (PHB pg.255) shoots toward target
67 Enlarge (PHB pg.237) on target
68 Darkness (PHB pg.230) centered on target
69 Plant growth (PHB pg.266) centered on target
70 Caster gains resistance to all damage for 1 minute
71 Fireball centered on target
72 Flesh to stone (PHB pg.243) on target
73 Spell is cast; material components and spell slot are retained
74 Everyone within 10 feet of caster receives the benefits of a heal (PHB
pg.25) spell
75 Target becomes poisoned for 1d4 hours
76 Wall of fire (PHB pg.285) encircles target for 1 minute
77 Levitate (PHB pg.255) on target for 10 minutes
78 Target suffers blindness until cured by lesser restoration
79 Target is charmed as per charm monster
80 Target forgets the events of the previous minute
81 Target's feet enlarge for 10 minutes, reducing movement to half normal
for the duration
82 Rust monster controlled by the DM appears in front of target
83 Polymorph (PHB pg.266) target into a random beast for 1 hour; resultant
form may be that of any beast with CR equal to or less than the target's CR or
level
84 If sexually compatible with caster, target falls madly in love with
caster until remove curse or greater restoration is cast on it; otherwise target is
affected as if
by charm person (PHB pg.221) for 1 hour or until canceled by dispel
magic
85 Target changes sex; can be reverted by remove curse or greater
restoration
86 Small, black raincloud forms over target and lasts for 1d6 x 10 minutes
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls
for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6
rounds).
90 Spell effect has a radius of 60 feet, centered on target; all within
radius suffer the effect
91 Target's clothes itch for 1d10 rounds, imposing disadvantage on
initiative rolls
92 Target's race randomly changed to another Small or Medium humanoid; can
be restored by remove curse or greater restoration
93 Etherealness (PHB pg.238) on target for 2d4 rounds
94 Haste (PHB pg.250) on target for 1 minute
95 All cloth on target crumbles to dust
96 Target sprouts leaves; no damage caused, and can be pruned without harm
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which
remains until dispel magic is cast
98 Target's skin changes color until canceled by dispel magic
99 You regain all expended sorcery points
100 Spell functions, and effects (range, duration, area of effect, damage,
etc.) are doubled
* Each entry in the above table is equivalent to that number of Sorcery Points
* On a positive result, you may spend them on metamagic or upgrading the spell slot
used for the spell, with any remainder being used to replenish expended Sorcery
Points; you may
supplement these bonus Sorcery Points with your own pool of Sorcery Points if
they are insufficient for the benefit desired, subject to the normal limits on
metamagic
* On a negative result, you may immediately spend up to the indicated amount of
Sorcery Points to negate the ill effects of the wild magic variation; otherwise,
the DM may spend the
penalty points in one or more of the following ways: reducing the effective level
of the spell slot (if a lower casting level of the spell desired exists), reducing
the range of the
spell by half (consumes 1 point of penalty), forcing you to reroll a number of
damage dice equal to your Charisma modifier (minimum of one, consumes 1 point of
penalty), halving the
duration of the spell (minimum of 1 round, consumes 1 point of penalty), or
granting one creature targeted by the spell advantage on its saving throw (consumes
3 points of penalty)
* Wild M
Modified Creatures
GHOUL
Medium humanoid, neutral
Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.
Feasting. When the ghoul successfully paralyzes an enemy on its turn, it can use
a bonus action to grapple the target, move half its speed, and make a bite attack
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the
ghoul and can see it clearly must make a DC 10 Wisdom saving throw. On a failed
save, the creature
is frightened for 1 minute. A creature can repeat the saving throw at the end
of each of its turns, with disadvantage if the ghoul is within line of sight,
ending the effect
on itself on a success. If a creature's saving throw is successful or the
effect ends for it, the creature is immune to any ghoul's Horrific Appearance for
the next 24 hours.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 +
3) slashing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +
3) slashing damage. If the target is a creature other than an ghoul or undead, it
must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
New Creatures
THOUL
Medium humanoid, neutral
Armor Class 14 (studded leather armor)
Hit Points 52 (8d8+16)
Speed 30 ft.
Ferocity. When the thoul successfully paralyzes an enemy on its turn, it can use
a bonus action to make a bite attack
Keen Smell. The thoul has advantage on Wisdom (Perception) checks that rely on
smell.
Regeneration. The thoul regains 5 hit points at the start of its turn if it has
at least 1 hit point.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3)
piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +
3) slashing damage. If the target is a creature other than a ghoul or undead, it
must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.