House Rules and Variants¶
These rules override or supplement the Player's Handbook.
Variant rules in use¶
- Gritty Realism (DMG 267). Long rests are a week; short rests are a day.
- Cleaving through creatures (DMG 272).
- Injuries (DMG 272).
- Massive Damage (DMG 273).
- Morale (DMG 273).
- Training to Gain Levels (DMG 131). Count each 10 training days as one week.
- Multiclassing is not available.
Casting¶
All leveled spells require the caster to have a free hand to access material components or a spellcasting focus, for both casting and maintaining concentration. Weapons and shields may be imbued with a focus. This means that casters can be disarmed.
The following spells are not available: demiplane, simulacrum.
The Spell Glyph feature of glyph of warding is limited to spells of 5th level or lower, regardless of upcasting.
Attempts to create a glyph of warding or symbol within 20 feet of another of those spells fail at the end of the casting time and consume the material components.
Trap-like spells¶
The detection capabilities of trap-like spells such as alarm, magic mouth, glyph of warding, and symbol are limited. You must specify a condition of up to 25 words describing what causes the spell to trigger. Log the condition as a standing order.
The spell perceives its surroundings as a particularly keen and focused sentry with darkvision: capable of detecting sight and sound, but susceptible to illusions, invisibility, disguises, or other counterfeits. Its awareness extends only within 200 feet or the relevant spell's range, whichever is less.
The spell can be instructed to recognize creatures present at the casting, specific appearances, sounds, tokens, passwords, or behaviors, but may be fooled by sufficiently convincing deception. When doubt arises, the DC to fool the spell's detection is the caster's Spell Save DC plus the spell's level.
Martial PCs¶
At 1st level, Fighters and Rogues gain the Defensive Duelist feat, provided they meet the prerequisites.
At 3rd level, a Rogue who has no spellcasting feature gains the Two-Weapon Fighting fighting style (from the Fighter class) and may choose one feat from Athlete, Dungeon Delver, or Mobile.
At 3rd level, a Fighter who has no spellcasting feature gains one fighting style of his choice: Two-Weapon Fighting, Dueling, or Great Weapon Fighting. He may also choose one feat from Athlete, Dungeon Delver, or Mobile.
At 3rd level, a Barbarian who has no spellcasting feature gains the Great Weapon Fighting fighting style (from the Fighter class) and may choose one feat from Athlete, Dungeon Delver, or Mobile.
A PC without a Spellcasting or Pact Magic feature may attune to up to 6 items.
Longswords may be used as finesse weapons. Hand crossbows and rapiers do not exist in this world.
Defensive Duelist works with any melee weapon.
Ranger¶
A ranger gains proficiency in Survival at 1st level. Starting at 3rd level, he doubles his proficiency bonus for Wisdom (Survival) checks.
A ranger scores a critical hit against a favored enemy on a natural roll of 19 or 20.
Primeval Awareness (3rd level) is rewritten:
When you are traveling or making camp, you can expend a spell slot to heighten your awareness for the next 24 hours. Your passive Perception is increased by 5 and you can't be surprised by the next random encounter. If the slot is 1st level or higher, you choose that encounter's distance and ground conditions. If the slot is 3rd level or higher, you notice the other creatures first and may attempt to surprise them, if possible.
Hide in Plain Sight (10th level) is rewritten:
Starting at 10th level, you can spend 1 hour creating camouflage for yourself for one terrain type listed in Natural Explorer, provided you have access to appropriate materials. Once you are camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks, regardless of what sense they rely on, as long as you are in that terrain. This benefit does not apply with any effect that alters your form, such as polymorph or gaseous form. This benefit lasts until you use an action to remove the camouflage.
Miscellaneous¶
The Skilled feat cannot grant proficiency with thieves' tools or a poisoner's kit.
A poisoner's kit can be obtained only by a PC proficient with it.
The second sentence of the Wanderer feature (Outlander background) is ignored.