This repo contains house rules for my regular DnD 5e group.
Rule Name | Chult | One-Shots | Moonshae Isles |
---|---|---|---|
Additional Proficiency | YES | - | NO |
Cardic Inspiration | YES | NO | |
Crunchy Crits | NO | ||
Fluid Level Up | YES | YES | |
Lucky Feat | YES | YES | YES |
Saving a drowning creature | YES | NO | YES |
Sinking | YES | NO | YES |
Stacking Proficiency | YES | YES | YES |
True Strike | ? | MAYBE | YES |
Warlock Spell Storing | YES | YES |
After the addtion of pirate weapons, which weren't available at the start of the campaign. We decided to allow each player to take a new proficiency.
Either one of the pirate weapons or another flavored proficiency in weapons, tools or instruments. These ranged from the tools used in the sailing rules from Ghost of Saltmarch, over instruments, which could be used to amuse the ships crew, up to tools and weapons, which had the same pirate or naval flavor.
Examples: Viol, Dragon Pistol, Carpenting Tools and Longbow.
inspired by Arcane Arcade
Each session each player may draw from the deck of cardic inspiration and add its value to a ability check, saving throw or attack roll, either of themselves or of a fellow player.
Any image card has the value 10 and a number just has the value it represents. An Ace counts as the value 20, but overwrites your roll.
When scoring a critical hit, you add max damage to your roll instead of rolling the dice double.
Each time a player character gains a level, they may change one of their spells (including cantrips), battle master maneuvers or an option from a similar mechanic.
If you use the Lucky Feat while rolling with disadvantage, you gain a third roll, but you must take it no matter the result. You can not take either of the rolls done with disadvantage.
To save an unconscious creature that is drowning, you must bring it back to the surface. To grab the creature you must make a Stregth(Athletics) Skill Check. The DC depends on the armor type and scales with the size of the drowning creature. For each size category smaller than Medium subtract 2 and for each size category larger than Medium add 2.
Armor Type | DC |
---|---|
no armor | 12 |
light armor | 13 |
medium armor | 14 |
heavy armor | 15 |
If an swimming creature falls unconscious, it starts sinking. It sinks closer to the bottom of the water at the end of each of its turns. Its speed is determined by its armor type:
Armor Type | Speed |
---|---|
light armor | 5 ft. |
medium armor | 10 ft. |
heavy armor | 15 ft. |
If a (player) character has two proficiencies for a specific tool or instrument roll, they get their proficiency bonus just once (as per the normal PHB rules), but they additionally get advantage.
Examples:
- A character proficient in Thieves Tools and Sleight of Hand will get advantage if picking a lock.
- A character proficient in Performance and the Viol will get advantage on performing with a viol.
- While a character, who is proficient in Deception, but not with the Forgery Kit, will not get an advantage.
No concentration. In addition to gaining advantage on your next weapon attack you also gain 1d6 damage of the type of out weapon on that attack if it hits.
If a warlock casts a spell into a ring of spell storing, they can try to store the spell at base level. However, they need to succeed an Intelligence (Arcana) check to do so. The DC for the spell is 10 + the level at which they would cast the spell - the base level of the spell.
If a warlock casts a spell in this way, they still expend a spell slot as they would normally.