A place to share thoughts and ideas about Dungeons and Dragons
July 29, 2020Posted by on
5.0-EZ Version 6
Download your free copy here.
This version contains several minor corrections to the previous version.
This is a supplement to fifth edition dungeons and dragons for those who prefer simpler rules or want an easy way to introduce the game to new players.
If you sometimes feel that the fifth edition Dungeons and Dragons rules are too complicated, this is for you. I created this set of house rules to simplify character creation and advancement among other things. It also introduces a whole new way to select and track the casting of magic spells.
One thing I tried very hard to do was keep the characters levels and power as close as possible to the Player’s Handbook characters so that if you play using these rules, you can still use published 5th edition adventures, and the monsters will require little or no modifications
June 3, 2020Posted by on
To the best of my knowledge, the list below contains all the official races for fifth edition dungeons and dragons (as of June 3, 2020). There are several Plane Shift and Unearthed Acana (UA) Player Races, buy I have not included these because they are not considered official fifth edition content.
These are the books where the races can be found:
Acquisitions Incorporated (AI), Dungeon Master’s Guide (DMG), Eberron: Rising from the Last War (ERftLW), Elemental Evil Player’s Companion (EEPC), Guildmaster’s Guide to Ravnica (GGtR), Locathah Rising (LR), Mordenkainen’s Tome of Foes (MToF), Mythic Odesseys of Theros (MOoT), One Grung Above (OGA), Player’s Handbook (PHB), Princes of the Apocalypse (PotA), Sword Coast Adventurer’s Guide (SCAG), The Tortle Package (TP), Volo’s Guide to Monsters (VGtM), Wayfinder’s Guide to Eberron (WGtE)
- Aarakocra (EEPC)
- Aasimar: Basic (DMG)
- Aasimar: Protector, Scourge, Fallen (VGtM)
- Bugbear (VGtM) , (ERftLW)
- Centaur (GGtR), (MOoT)
- Changeling (ERftLW), (WGtE)
- Deep Gnome/Svirfneblin (EEPC), (SCAG), (MToF)
- Dragonborn (PHB)
- Dwarf: Duergar (SCAG), (MToF)
- Dwarf: Mountain or Hill (PHB)
- Elf: Eladrin, Sea Elf, or Shadar-kai (MToF)
- Elf: High, Wood, or Drow (PHB)
- Firbolg (VGtM)
- Genasi (PotA), (EEPC)
- Gith: Githyanki or Githzerai (MToF)
- Gnome (PHB)
- Goblin (VGtM), (GGtR), (ERftLW)
- Goliath (VGtM), (EEPC)
- Grung (OGA)
- Half-Elf (PHB)
- Half-Elf: Variant (SCAG)
- Halfling: Ghostwise (SCAG)
- Halfling: Lightfoot or Stout (PHB)
- Half-Orc (PHB)
- Hobgoblin (VGtM), (ERftLW)
- Human: standard or variant (PHB)
- Kalashtar (ERftLW), (WGtE)
- Kenku (VGtM)
- Kobold (VGtM)
- Leonin (MOoT)
- Lizardfolk (VGtM)
- Locathah (LR)
- Loxodon (GGtR)
- Minotaur (GGtR), (MOoT)
- Orc (VGtM)
- Orc: Eberron (ERftLW)
- Satyr (MOoT)
- Shifter (ERftLW), (WGtE)
- Simic Hybrid (GGtR)
- Tabaxi (VGtM)
- Tiefling (PHB)
- Tiefling: Bloodline Variants (MToF)
- Tiefling: Winged Variant (SCAG)
- Tortle (TP)
- Triton (VGtM)
- Verdan (AI)
- Warforged (ERftLW), (WGtE)
- Yuan-Ti: Pureblood (VGtM)
May 24, 2020Posted by on
To the best of my knowledge, the table below contains all the official subclasses for fifth edition dungeons and dragons (as of May 24, 2020). There are several Unearthed Acana (UA) subclasses, buy I have not included these because UA is not considered official fifth edition content.
These are the books where the subclasses can be found.
Eberron Rising from the Last War (ERftLW), Explorer’s Guide to Wildmount (EGtW), Guildmasters’ Guide to Ravnica (GGtR), Player’s Handbook (PHB), Sword Coast Adventure’s Guide (SCAG) and Xanathar’s Guide to Everything (XGtE)
|Alchemist||ERftLW (p. 58)|
|Artillerist||ERftLW (p. 59)|
|Battle Smith||ERftLW (p. 60)|
|Path of the Ancestral Guardian||XGtE (p. 9)|
|Path of the Battlerager||SCAG (p. 121)|
|Path of the Berserker||PHB (p. 49)|
|Path of the Storm Herald||XGtE (p. 10)|
|Path of the Totem Warrior – Bear||PHB (p. 50)|
|Path of the Totem Warrior – Eagle||PHB (p. 50)|
|Path of the Totem Warrior – Elk||SCAG (p. 122)|
|Path of the Totem Warrior – Tiger||SCAG (p. 122)|
|Path of the Totem Warrior – Wolf||PHB (p. 50)|
|Path of the Zealot||XGtE (p. 11)|
|College of Glamour||XGtE (p. 14)|
|College of Lore||PHB (p. 54)|
|College of Swords||XGtE (p. 15)|
|College of Valor||PHB (p. 55)|
|College of Whispers||XGtE (p. 16)|
|Arcana Domain||SCAG (p. 125)|
|Death Domain||DMG (p. 96)|
|Forge Domain||XGtE (p. 18)|
|Grave Domain||XGtE (p. 19)|
|Knowledge Domain||PHB (p. 59)|
|Life Domain||PHB (p. 60)|
|Light Domain||PHB (p. 60)|
|Nature Domain||PHB (p. 61)|
|Order Domain||GGtR (p. 25)|
|Tempest Domain||PHB (p. 62)|
|Trickery Domain||PHB (p. 62)|
|War Domain||PHB (p. 63)|
|Circle of Dreams||XGtE (p. 22)|
|Circle of the Land||PHB (p. 68)|
|Circle of the Moon||PHB (p. 69)|
|Circle of the Shepherd||XGtE (p. 23)|
|Circle of Spores||GGtR (p. 26)|
|Arcane Archer||XGtE (p. 28)|
|Battle Master||PHB (p. 73)|
|Cavalier||XGtE (p. 30)|
|Champion||PHB (p. 72)|
|Echo Knight||EGtW (p. 183)|
|Eldrich Knight||PHB (p. 74)|
|Purple Dragon Knight||SCAG (p. 128)|
|Samurai||XGtE (p. 31)|
|Way of the Drunken Master||XGtE (p. 33)|
|Way of the Four Elements||PHB (p. 80)|
|Way of the Kensei||XGtE (p. 34)|
|Way of the Long Death||SCAG (p. 130)|
|Way of the Open Hand||PHB (p. 79)|
|Way of the Shadow||PHB (p. 80)|
|Way of the Sun Soul||XGtE (p. 35)
SCAG (p. 131)
|Oath of the Ancients||PHB (p. 60)|
|Oath of Conquest||XGtE (p. 37)|
|Oath of the Crown||SCAG (p. 132)|
|Oath of Devotion||PHB (p. 85)|
|Oath of the Oathbreaker||DMG (p. 97)|
|Oath of Redemption||XGtE (p. 38)|
|Oath of Vengence||PHB (p. 87)|
|Beast Master||PHB (p. 93)|
|Gloom Stalker||XGtE (p. 41)|
|Horizon Walker||XGtE (p. 42)|
|Hunter||PHB (p. 93)|
|Monster Slayer||XGtE (p. 43)|
|Arcane Trickster||PHB (p. 97)|
|Assassin||PHB (p. 97)|
|Inquisitive||XGtE (p. 45)|
|Mastermind||XGtE (p. 46)
SCAG (p. 135)
|Scout||XGtE (p. 47)|
|Swashbuckler||XGtE (p. 47)
SCAG (p. 135)
|Thief||PHB (p. 97)|
|Divine Soul||XGtE (p. 50)|
|Draconic Bloodline||PHB (p. 102)|
|Shadow Sorcery||XGtE (p. 50)|
|Storm Sorcery||XGtE (p. 51)
SCAG (p. 137)
|Wild Magic||PHB (p. 103)|
|The Archfey||PHB (p. 108)|
|The Celestial||XGtE (p. 54)|
|The Fiend||PHB (p. 109)|
|The Great Old one||PHB (p. 109)|
|The Hexblade||XGtE (p. 55)|
|The Undying||SCAG (p. 139)|
|School of Abjuration||PHB (p. 115)|
|School of Bladesinging||SCAG (p. 141)|
|School of Chronurgy Magic||EGtW (p. 184)|
|School of Conjuration||PHB (p. 116)|
|School of Divination||PHB (p. 116)|
|School of Enchantment||PHB (p. 117)|
|School of Evocation||PHB (p. 117)|
|School of Graviturgy Magic||EGtW (p. 185)|
|School of Illusion||PHB (p. 118)|
|School of Necromancy||PHB (p. 118)|
|School of Transmutation||PHB (p. 119)|
|School of War Magic||XGtE (p. 59)|
Some official books also contain re-skins. These aren’t new subclasses but present some different options for some official subclasses. (Thank you to Matt Paluch).
|New Subclass||Reskin of|
|College of Fochlucan (SCAG p.123)||College of Lore (PHB)|
|College of New Olamn (SCAG p.123)||College of Lore (PHB)|
|College of the Herald (SCAG p.124)||College of Lore (PHB)|
|The Circle of Swords (SCAG p.127)||Circle of Moon (PHB)
Circle of Land – Forest (PHB)
|The Moonshea Circles (SCAG p. 127)||Circle of Land – Coast, Forest, or Mountain (PHB)|
|Order of the Dark Moon SCAG (p. 129)||Way of Shadow (PHB)|
|Order of the Hin Fist (SCAG p. 129)||Way of the Open Hand (PHB)|
|Order of the Yellow Rose (SCAG p. 129)||Way of the Open Hand (PHB)|
|Order of the Companion (SCAG p. 132)||Oath of Crown (SCAG)
Oath of Devotion (PHB)
|Order of the Gilded Eye (SCAG p. 132)||Oath of Devotion (PHB)
Oath of Vengeance (PHB)
|Order of Samular (SCAG p. 132)||Oath of the Crown (SCAG)|
|Izzet League member (GGtR p.66)||Any PC with a Spellcasting or Pact Magic class feature has access to League-only spells.|
March 19, 2020Posted by on
How to Play on a 1 inch = 10 feet square grid.
I am the DM for a table top “Storm King’s Thunder” campaign. The final battle map is drawn in the book with one square = 10 feet. I usually draw the map on my battlemat with each 1 inch square = 5 feet. But this is such a large playing field that it won’t fit on my table at that scale so I am drawing it with 1 inch = 10 feet. I have occasionally done this before, but adjusting movements and attacks have always been a hassle. In anticipation of a large complicated battle I came up with this set of house rules.
To play with miniatures on a square grid where each square on the grid represents 10 feet:
Start with the rules in Variant: Playing on a Grid (PHB, page 192). Change “Each square on the grid represents 5 feet” to “Each (one inch) square on the grid represents 10 feet.”
For game purposes, creature sizes and speeds don’t change and if they have a 5 ft. reach they can attack creatures in adjacent squares even though creatures in adjacent squares are considered to be 10 ft. apart for all other purposes.
– Gargantuan Creatures
These each occupy a 2 inch square (four 1 inch squares).
– Large or Huge Creatures
These each occupy a single 1 inch square.
– Medium and Small Creatures
You can have more than one medium or small creature in one square. (I recommend flat, one inch diameter, tokens rather than minis. If there is more than one creature in a square you can stack them.)
A medium or small creature occupies one 1 inch square. Up to 4 creatures of this size can occupy a single square, but they are each considered occupying the entire square. If there is more than one such creature in a square they are considered to be 5 feet apart from each other.
A single medium or small creature can not be attacked by more than 8 medium or small creatures (or 4 large or larger creatures) with 5 ft. melee attacks.
– Tiny Creatures
You can stack 16 tiny creatures in one square. They are considered to be 2 1/2 ft. apart. You can have a combination of tiny and medium or small creatures. There can be a maximum of: 1 medium or small and 12 tiny, 2 medium or small and 8 tiny, or 3 medium or small and 4 tiny.
Speed and movement doesn’t change, but you can’t move into a square if you don’t have enough movement left (10 feet).
Example: If your move rate is 25 feet, you can only move 2 squares (25 ft. rounded down = 20 ft.), but if you dash you can move 5 squares (25 ft. x 2 = 50 ft.).
Medium or small creatures can move through, but not stop in, a square occupied by a Gargantuan or Huge creature but it can’t move through a square occupied by a Large creature.
Medium or small creatures can move through, or stop in if they choose to, a square occupied by fewer than 4 medium or small creatures, regardless if the occupying creatures are hostile or not. If it is occupied by 4 non-hostile creatures you can move through it but you can not stop in it.
Ranges and areas of effect:
All ranges and areas of effect are rounded down to a multiple of 10 feet (minimum of 10 feet).
Some examples: All melee attacks with a range of 5 feet will have a range of 10 ft. (or, rather, they are treated as if they were actually only 5 ft. away.) So you can attack a creature in an adjacent square with your short sword, or you could attack it with your long bow without disadvantage because, for everything other than 5 ft. melee attacks, it is 10 ft. away. For the same reason an attack on a prone creature in an adjacent square is with advantage if you make a 5 ft. melee attack (it’s 5 ft. away), but it is with a disadvantage if it is made with range weapon (it’s 10 ft. away). A blowgun’s range changes from (25/100) to (20/100). The spell Word of Recall‘s range changes from 5 ft. to 10 ft. The spell Lightning Bolt will form a line 10 ft. wide instead of 5 ft. The Gust of Wind spell will push a creature 10 ft. instead of 15 ft.
Your 5 ft. reach becomes 10 ft. in regard to creatures in adjacent squares. So if a hostile creature moves out of an adjacent 10 ft. square you can make an opportunity attack against it. But if it moves from within the same square you are in to an adjacent square you can not (because it will still be within range).
March 9, 2020Posted by on
There are a lot of different things that can affect your character’s AC. New players sometimes struggle with this and even experienced players can sometimes get it wrong. Here is a checklist that might help.
How to calculate your Armor Class (AC)
First you calculate what armor class you get from your armor, then add your shield and lastly add any other bonuses or penalties you may have.
A) Figure your Base Armor Class. This depends on what type of armor you are wearing.
• Start with 10.
• Add your Dexterity Modifier. Note that this can be a negative number.
• If you are a Barbarian you also add your Constitution Modifier.
• If you are a Monk you also add your Wisdom Modifier.
This total will be your base armor class.
• Start with your Dexterity Modifier. Note that this can be a negative number.
• If you have Padded or Leather armor add 11.
• If you have Studded leather armor add 12.
This total will be your base armor class.
• If your Dexterity Modifier is 2 or higher, Start with 2.
• If your Dexterity Modifier is 1 or lower, Start with your Dexterity Modifier. Note that this can be a negative number.
• If you have Hide armor add 12.
• If you have Chain shirt armor add 13.
• If you have Scale mail or Breastplate armor add 14.
• If you have Half plate armor add 15.
This total will be your base armor class.
• If you have Ring mail armor your base armor class is 14.
• If you have Chain mail armor your base armor class is 16.
• If you have Splint armor your base armor class is 17.
• If you have Plate armor your base armor class is 18.
B) Add your shield if you are using one.
• If you have a Shield add 2 to your base armor class.
C) Add any magical adjustments.
• If you are using magical armor add it’s magical bonus.
• If you are using a magical shield add it’s magical bonus.
• If you have any other magical items or magical adjustments to you armor class add those.
D) Add any miscellaneous adjustments.
• If there are any rules or features of the game that add or subtract from your armor class add those.
The total of all of this will be your armor class (AC).
March 6, 2020Posted by on
There is a lot of confusion regarding how to calculate the number of spell slots you get when you multiclass. This is my attempt at explaining it.
Spells Known and Prepared:
You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class.
Spell Slots from the “Spellcasting” class feature:
• Add together all your levels in the bard, cleric, druid, sorcerer, and wizard classes;
• If you have one or more levels in the artificer class, add half these levels (rounded up);
• If you have two or more levels in the paladin class, add half these levels (rounded down);
• If you have two or more levels in the ranger class, add half these levels (rounded down);
• If you have three or more levels in the fighter (eldritch knight) class, add one third these levels (rounded down);
• If you have three or more levels in the rogue (arcane trickster) class, add one third these levels (rounded down);
Use this total to determine your spell slots by consulting the “Multiclass Spellcaster: Spell Slots Per Spell Level” table (PHB p. 165).
Note regarding Warlocks:
Warlocks do not have the “Spellcasting” class feature. Their spells come from the “Pact Magic” class feature. You track warlock spell slots separately from any class with the “spellcasting” class feature. However, you can cast any spell that is available for you to cast form any class using any spell slot of the appropriate level on your list of available warlock spell slots.