D&D5e

Classes

Below is a list of classes and subclasses that are disallowed or modified. If something is missing, it is not allowed, but please ask about it.

  • Artificer

  • Ranger

    • Gloom Stalker

      • Umbral Sight. At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, any creature that relies on darkvision to see you in that darkness has disadvantage on its perception.

Races

You can put your racial attribute bonuses in any attributes you want, but you cannot combine them to a single attribute.

All races without darkvision are given 15 feet of darkvision out of pity.

Below is a list of classes and subclasses that are disallowed or modified. If something is missing, it is not allowed, but please ask about it.

  • Gnome

    • Deep (Svirfneblin)

      • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

  • Kobold

    • Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Character Creation

Allowed Content

Any official content is allowed. Homebrew and Unearthed Arcana may be considered upon request.

Attribute Rolls

For your attributes:

During our session 0, each player will roll 4d6k3 6 times and the party will use the highest set anyone rolls as their attribute rolls. If you don't like the numbers your got, you can use either Enhanced Standard Array (16, 15, 14, 13, 10, 9) or 27 point buy.

Background

Any Wizards official backgrounds are allowed. You may use the "Custom Background" rules.

Equipment

You get starting equipment as specified by your class and background. You do not roll starting wealth. You may buy but not sell starting items. Each character also starts with 2*Level platinum pieces of spending money.

Replacing a Character

When your character retires or dies, the character that replaces them comes into being with additional starting items based on what the retired character had when they retired. When your character retires, use the Retirement sheet to calculate the point value of the magic items you have. The least you can receive is listed on the Minimum Per Level sheet. When you create your new character, you may take that many points of magic items from the Generation sheet.

The tables are here.

Optional Character Building Rules

The following optional character building rules are allowed: Feats, Multiclassing

Actions

Carry

You may use an action to move a willing or unconscious creature. Once you start doing so, you may move as normal for the turn, depositing that creature at some point along the path you take. You must use another action on your next turn to continue carrying them. In extreme situations weight will be a factor, but not for the most part.

Free Actions

I occasionally use free actions. You may take any number of free actions during your turn, but you may only take them during your turn.

Held Actions

Held actions are limited to a single, if-then-style statement.

Hiding

If the target is distracted as you leave cover while hidden you get advantage on the first attack as long as you are able to see your target from your cover/hide. After you leave being hidden you roll at disadvantage to stealth again. After shooting the targeted party they will start to get bonuses to their perception equal to 3*[the number of attacks you made] to see where the attack(s) are coming from. Significantly moving can delay their bonus.

You cannot hide if there is no reasonable way to hide (e.g. in an empty hallway).

Identifying Spells

If the character perceived the casting, the spell’s effect, or both, the character can make an Intelligence (Arcana) check without using an action. The DC equals 15 + the spell’s level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they’re cast, such as when a monster uses its Innate Spellcasting trait.

Overrun

When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) or Dexterity (Acrobatics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Nonlethal Damage

You may choose to deal nonlethal damage using any attack that deals bludgeoning damage without penalty.

You may choose to deal nonlethal damage at any time, with any damage, by taking disadvantage on the attack roll and giving the target advantage on the saving throw.

Potions

Drinking a potion is a bonus action or an action. Feeding a potion to someone else is an action.

Tumble

A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Strength (Athletics) or Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Items and Inventory

Encumbrance

If you carry more than 15 times your Strength score, your movement drops to 5 ft.

Magic Items

I use magic items differently from what is laid out in the Dungeon Master's guide in several ways:

  • Magic items are intensely rare items, empowered by the metaphysical weight of their history.

  • They are created through a custom magic item creation process.

  • They are almost never sold.

Dispelling Magic Items

Magical items themselves cannot be dispelled. The effects caused by magical items can be dispelled. Their effective spell levels are set by their rarity

  • Artifact: Level 10

  • Legendary: Level 9

  • Very Rare: Level 7

  • Rare: Level 5

  • Uncommon: Level 3

  • Common: Level 1

More Difficult Identification

You are unable to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.

Movement

Diagonals

When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.

For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.

Falling

When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

There is no cap on falling damage.

Friendly Creatures

You can move through friendly creatures’ spaces unless they are squeezing into a space smaller than their size. You cannot take any actions while you move through their spaces.

Hostile Creatures

You can attempt to move through a hostile creature’s space. To do so, use an action to make either an Athletics or Acrobatics check contested by the creature’s choice of Athletics, or Acrobatics checks for each creature you are attempting to move through. If you win all the contests, you complete your movement through those creatures’ spaces, taking attacks of opportunity as normal. If you lose any of the contests, you fall prone on the space you started on.

Players

Metagaming

I change the stats of monsters very often. If you’re relying on a monster having a specific property, weakness, or vulnerability, you should ask.

Player Actions

Say what you want to do, then let me tell you what to roll, then roll it.

If you don’t say you do it, you don’t do it.

If you make a roll I didn’t ask you for, it’s meaningless.

Table Talk

Assume any NPCs you’re around ingame can hear whatever you’re saying to your friends. There will be no “That was out-of-character.” Similarly, in combat you don’t have time to create complex strategies between turns.

If a player wants a rules clarification, I will provide it. If I want advice on the rules, I will ask. I do not want multiple voices shouting rules. Feel free to ask for clarification or provide it if I ask, however. If you think I'm wrong, you can ask about that too.

Turn Timer

I don’t tend to worry about turn times, but when they start getting overlong, I use a 1-minute turn timer with a 30-second grace period. That means from the time your turn starts until the time your turn ends should take a minute. If it takes that long I’ll tell you to use it or lose it. 30 seconds later your turn will end. There are extenuating circumstances where odd things will happen and we’ll forgo this.

Resting

Resting

You can short, but not long, rest while wearing armor.

Semi-Conscious

Is not a type of conscious for the purposes of alert.

Test Rules

Low-Death Rules

I am using (and still workshopping) rules to remove random death, hopefully without removing the danger of combat. You can see the rules in this document, since it is being continually edited.

Multi-Sub-Classing

When you level up, you can multi-sub-class. Each level you take of the multi-sub-class gives you one level of subclass features. You may not get subclass features from levels above your primary level in the class. You do not gain sneak attack dice, spell slots, spells known, or anything other than hit dice or proficiency bonus from this.

Example

Consider a 15th level Thief Rogue that wants to put levels into mastermind as well.

At 16th level, they decide to multi-sub-class into Thief Rogue. They do not get the 16th level ability score improvement. Instead, they get the first level worth of subclass features from Mastermind, the third level features Master of Intrigue and Master of Tactics. They get an additional hit dice.

At 17th level, they do the same. They get the second level worth of subclass features, the ninth level feature Insightful Manipulator. Their proficiency bonus goes up and they get an additional hit dice. They do not get an additional sneak attack dice.

They continue at 18th level, gaining Misdirection and another hit dice.

At 19th level, they cannot do the same, since they only have 15 levels in Thief. They cannot gain a 17th level multiclass ability.