By these (5E) rules I axe!
The Player’s Guide to the World of Xoth for 5E contains character creation rules, including races and cultures, new classes, new equipment, new spells, and so on.
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Here are some additional 5E house rules for my own campaigns:
Ability Scores
- A high Intelligence score gives bonus languages (and a low Intelligence score reduces the number of languages you know)
- You can choose to add your Intelligence bonus to Initiative instead of your Dexterity bonus
Feats
- The following feats are considered overpowered and therefore banned
- Lucky
- Sharpshooter
- Great Weapon Master
Skills
- Wisdom (Perception) is used to detect creatures (only), and Intelligence (Investigation) is used to detect traps and secret doors
- See also 5E skills and how to use them for specific details on skill usage
Combat
- Flanking: This gives a +1 bonus to attack rolls against the flanked creature.
- Standing up from prone: You suffer disadvantage on attacks on the creature that pushed you down, if it is still within 5 feet of you, for the duration of your turn.
- Picking up weapon from ground after disarm: You suffer disadvantage on attacks on the creature that disarmed you, if it is still within 5 feet of you, for the duration of your turn.
Damage and Healing
- If you are knocked down to 0 hp and then get back to positive hp (through healing or by rolling a 20 on a death save), you gain a level of exhaustion.
- When you roll a natural 20 and score a critical hit, the first damage die deals maximum damage. Roll normally for additional damage dice.
- If you suffer a critical hit, you can use a reaction to turn it into a normal hit by sacrificing a (medium) shield or a (non-light) melee weapon. You must be holding the item when you are hit, and the item is destroyed.
- Options for using a healing potion:
- Drink as a bonus action (roll normally for hit points restored)
- Drink as an action (max result on all potion dice, ie a regular healing potion restores 10 hit points)
- Administer to another creature as an action (roll normally for hit points restored)
Resting
- A long rest restores all Hit Dice (not just half your Hit Dice as per the standard rules).
- Some areas (a swamp filled with biting insects, a dungeon with roaming undead, etc) may not offer sufficient tranquility to provide any benefits of a long rest. In other words, a long rest requires a fairly friendly and safe environment, such as a fortress or a tavern or at a minimum a fortified camp. The GM decides on a case-by-case basis.
Magic
- See the “Sorcery” chapter in the Player’s Guide (link at the top of this blog post) Pfor details on changes to magic and spellcasting.
- Some additional house rules:
- Levitate: An unwilling target is allowed a new saving throw each round.