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Category Archives: Optional rules
December 29, 2017Posted by on
5.0-EZ Version 5
Download your free copy here.
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.
This version is a major re-write after play-testing the previous version. The changes mainly relate to bringing the rules more in line with those in the Player’s Handbook to make it easier for a new player to transition from this to the full set of rules found there.
December 12, 2017Posted by on
Special Weapon Materials
With the exception of Adamantine armor and weapons, and Mithral armor, fifth edition does not (yet) have any official rules for weapons and armor made from other non-standard materials. If your campaign includes primitive lands, you might need rules for stone or bone. Here are some house rules you may want to use.
The metal weapons and armor in the PHB are assumed to be steel. In primitive areas, steel may not be available. In other areas more advanced materials such as Adamantine or Mithral might be available. Some of these materials grant the item the fragile property – a property that can be applied to both weapons and armor.
The Fragile Property
Fragile weapons cannot take the beating that sturdier weapons can. If you roll a natural 1 on an attack roll with a fragile weapon, you must then make a DC(10) Dexterity (Sleight of Hand) save or that weapon is damaged and only does half damage after that. If already damaged, the weapon is destroyed instead.
Armor with the fragile property falls apart when hit with heavy blows. If you are wearing fragile armor and are hit with a critical hit, you must make a DC(10) Dexterity (Acrobatics) save or the armor is damaged and the AC bonus it provides is halved. If already damaged, the armor is destroyed instead.
This is one of the hardest substances in existance.
Can be any Medium or heavy armor, but not hide. While you’re wearing it, any critical hit against you becomes a normal hit.
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
The adamantine version of a suit of armor, or a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.
Mithral is a light, flexable metal.
Can be any Medium or Heavy armor, but not hide. A mithral chain shirt or brestplate can be worn under normal cloths. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
An item made from mithral weighs half as much as the same item made from other metals. Mithral is too light to be used for Heavy weapons. If the weapon isn’t Heavy, it becomes Light. If it is already listed as Light it gains the Finesse property. If the weapon is Two-Handed it is now instead Versatile. Mithral ammunition it too light to be effective.
The mithral version of a suit of armor or a melee weapon costs 200 gp more than the normal version.
This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Items made of cold iron weighs one and one half times as much as the same item made from steel.
Cold Iron armor
Can be any Medium or Heavy armor, but not hide. Medium armor imposes a -1 penalty to the DEX modifier for calculating the Armor Class (AC). Heavy armor requires a Str score 2 points higher than that listed in the PHB. Cold iron armor grants a +2 bonus to armor class against any attacks from fey creatures.
Cold Iron weapons
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a standard quarterstaff could not. Cold iron weapons lose all Light and Finesse properties. A cold iron weapon grants a +2 bonus to hit against fey creatures. If the creature wielding it has a strength score of 15 or higher, and the weapon does bludgeoning damage, a +1 bonus is added to damage rolls.
The cold iron version of a suit of armor or a melee weapon costs twice as much as the normal version.
Steel is the default metal used for weapons and armor.
Steel is iron ore with unwanted impurities removed and other impurities introduced. These impurities strengthen iron, making it far more resilient.
Items made of iron weighs one and one half times as much as the same item made from steel.
Can be any Medium or Heavy armor, but not hide. Medium armor imposes a -1 penalty to the DEX modifier for calculating the Armor Class (AC). Heavy armor requires a Str score 2 points higher than that listed in the PHB.
Items without metal parts cannot be made from iron. An arrow could be made of iron, but a standard quarterstaff could not. Iron weapons lose all Light and Finesse properties.
Armor and Weapons made from Iron cost the same as those made from steel.
Before the advent of iron and steel, bronze ruled the world. This easily worked metal can be used in place of steel for both weapons and armor. For simplicity’s sake, similar or component metals such as brass, copper, or even tin can use the following rules, even though in reality bronze is both harder and more reliable than those metals.
Bronze can be used to create any medium or light armor made entirely of metal or that has metal components. It protects a creature as well as steel armor does, but it has the fragile property. Bronze armor has the same weight as normal steel armor of its type.
Bronze weapons have the same weight and do the same damage as steel weapons of the same type but also have the fragile property.
Armor and Weapons made from bronze cost half as much as those made from steel.
Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly.
Armor cannot usually be constructed from stone, but advanced, often alchemically enhanced stone armor made by dwarves or other stone-working cultures does exist. They are one third the weight of their base armor, and have the fragile property.
Light and one-handed bludgeoning weapons, spears, axes, daggers, and arrowheads can all be made of stone. Weapons made of stone are one third the weight of their base weapons, and have the fragile property.
Alchemically enhanced stone armor cost twice its standard cost. Weapons made from stone cost one quarter as much as those made from steel.
Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor.
Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood. They are one quarter the weight of their base armor, and have the fragile property. The armor/shield bonus of bone armor is reduced by 1. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the bone version of the armor doesn’t.
Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone. Bone weapons have the the fragile property. Bone weapons take a –1 penalty on damage rolls (minimum 1 damage).
Armor and Weapons made from bone cost one tenth as much as those made from steel, but they are not normally available except in those cultures that use them.
We are talking here about non-tempered wood that is fashioned by hand with primitive tools into armor or weapons.
Rustic Wood Armor
Studded leather, scale mail, breastplates, and shields can all be constructed using roughly worked wood. Wood replaces the metal components of the armor. They are one quarter the weight of their base armor, and have the fragile property. The armor bonus of rustic wood armor is half that listed in the PHB, except no AC reduction for rustic wood shields. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the wood version of the armor doesn’t.
Rustic Wooden Weapons
Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from roughly worked wood. Hafted two-handed weapons such as spears can be crafted entirely of wood, as can arrows. Other two-handed weapons cannot be constructed of wood. Rustic Wood weapons have the the fragile property. Rustic Wood weapons take a –2 penalty on damage rolls (minimum 1 point damage).
Rustic Wood Armor and Weapons are not normally available except in those cultures that use them. A PC might make them himself, or barter for them.
November 19, 2017Posted by on
I just updated this file. I had left out the Ranger page. It is included in this new version.
The 5.0-EZ book contains rules for using the common Races: Human, Dwarf, Elf, and Halfling. This supplement contains rules for the uncommon races: Dragonborn, Gnome, Half-Elf, Half-Orc, and Tiefling.
The 5.0-EZ book contains rules for using the classic classes: Fighter, Cleric, Wizard and Thief. This supplement contains rules for these additional classes: Barbarian, Bard, Druid, Ranger, Monk, Paladin, Sorcerer and Warlock
These additional races and classes are by their nature more complicated to play than those included in 5.0-EZ.
October 4, 2017Posted by on
Laws of Motion
I see the D&D universe as a pre-Newtonian world. Very much controlled by something similar to Aristotle’s Laws of Motion. At least, that is the way that the most intelligent thinkers of the time believe that it works. All spells that affect the target’s speed or location, such as fly, levitate, teleport, etc. cancel all current forces acting on the target and replaces them with the effects of the spell.
So first I will present the laws of motion as known by most magic users in the D&D universe.
This is how it might be explained to you by the smartest man in the kingdom. [Please understand that the ideas below may represent a view of the world similar to that held in 300 BC, but was later replaced by Isaac Newton’s much more accurate laws of motion.]
The Celestial Sphere
“Objects in the heavens (the celestial sphere) move in circular motion, without any external force compelling them to do so. Objects on Earth (the terrestrial sphere) move in straight lines unless forced to move in a curve.
First, although most commoners think that the Earth is flat, it is indeed spherical. You know. Round like a ball. It only appears to be flat because it is so large. The Earth is in the center of the universe. It is surrounded by the celestial sphere, where lie the sun, the moons, all of the planets and the stars. All of these celestial bodies circle the Earth. The apparent motions of the fixed stars and planets are accounted for by the fact that they are embedded in rotating spheres made of an aetherial, transparent fifth element (quintessence), like jewels set in orbs. The fixed stars do not change their positions relative to one another because they are on the surface of this single starry sphere.
The stars, Sun, Moon, and planets are all made of fire. But whilst the stars are fastened on a revolving crystal sphere like nails or studs, the Sun, Moon, and planets, and also the Earth, all just ride on air like leaves because of their breadth. And whilst the fixed stars are carried around in a complete circle by the stellar sphere, the Sun, Moon, and planets do not revolve under the Earth between setting and rising again like the stars do, but rather on setting they go laterally around the Earth like a cap turning halfway around the head until they rise again.”
The Terrestrial Sphere
“To the motion of non-living things, such as a stone dropped from the hand, is explained by two principles; Natural Motion and Violent Motion.”
“The 4 elements [earth, air, fire and water] tend to seek their natural place in the order of things. So earth moves downwards most strongly, water flows downwards too, but not so strongly, since a stone will fall through water. In contrast, air moves up (bubbles in water), and fire goes upwards most strongly of all since it shoots upward through air. Most materials that you see around you are mixtures of elements. For example, wood has both earth and air in it, since it does not sink in water.
Natural motion causes undisturbed inanimate objects to travel in a straight line either toward the center of the Earth or away from it. Left undisturbed, a pure Earth would consist of an inner ball of earth surrounded by a shell of water over which would be a layer of air and above all would be an outer layer of fire.”
“Things also move because they are pushed. A stone’s natural tendency, if left alone and unsupported, is to fall, but we can lift it, or even throw it through the air. We call such forced motion “violent” motion as opposed to “natural” motion. The term “violent” just means that some external force is applied to it.
Heavier things fall faster, the speed being proportional to the weight. The speed of fall of a given object depends inversely on the density of the medium it is falling through. So, for example, the same body will fall twice as fast through a medium of half the density.
For violent motion, the speed of the moving object is in direct proportion to the applied force. This means that if you stop pushing, the object will soon stop moving.”
How this Effects Magical Spells
So the magic caster thinks that a body in motion only stays in motion as long as the force causing it to move continues to push it. Otherwise, it will eventually slow to a stop. So for teleportation – when the subject of the spell arrives at its new destination all external forces stop acting on it and it arrives at its destination as intended. External forces, in this case, would include what we refer to as inertia.
This also makes answering questions like this much easier:
“What if the PC walks through a teleportation gate and arrives at another location thousands of miles away?” Think of the actual, physical conditions. The Earth is spinning about 24 thousand miles per hour from West to East. Depending on where on Earth the other portal is located, inertia could be a big problem. Not to mention orientation.
Even something a simple as a feather fall ring. “What if the wearer was shot out of a cannon?” At the top of the arc, he would begin to fall. So feather fall kicks in and he begins to fall slowly. If inertia is still in effect he will travel much farther and still hit the ground at the speed that he was shot out of the cannon. This is obviously not the intention of the feather fall spell. If on the other hand, inertia and gravity are no longer pushing on the PC and are replaced by the magical feather fall rules, he floats gently down from the point where he begins to fall.
“If you are flying through space on a sailing ship that has a magical gravity bubble surrounding it, what happens if you fall overboard?” I would say that you fall as if you were on earth until you reached the edge of the gravity bubble and then slowly stop when the force of the magical gravity stops pulling you down.
July 10, 2017Posted by on
Viaggi, Avventure, Abbordaggi e Combattimenti tra le onde dei sette mari
(Travel, Adventures, Boardings and Fighting between the waves of the Seven Seas)
You can get your free copy of this here: http://homebrewery.naturalcrit.com/share/BJL8XcjyZ
Luke translated my D&D 5E – Nautical Adventures into Italian and created this amazing version. It is an excellent example of what can be done with the homebrewery site. http://homebrewery.naturalcrit.com/
June 25, 2017Posted by on
Download your free copy here.
Go here to download a supplement that adds all of the races and classes that are in the Player’s Handbook.
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.
Here is what is on the EZ character sheet.
December 23, 2016Posted by on
Just as characters take damage when they fall more than 10 feet, so to do they take damage when they are hit by falling objects. I was using these house rules for 3rd edition and they still work for 5th edition. I would typically allow a character to make a DC 15 DEX saving throw to jump out of the way and take no damage.
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For objects weighing 200 pounds or more, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use this table to see how far an object of a given weight must drop to deal 1d6 points of damage.
|Object Weight||Falling Distance||Maximum damage|
|200 lb. or more||10 ft.||20d6|
|100-199 lb.||20 ft.||10d6|
|50-99 lb.||30 ft.||5d6|
|30-49 lb.||40 ft.||4d6|
|10-29 lb.||50 ft.||3d6|
|5-9 lb.||60 ft.||2d6|
|1-4 lb.||70 ft.||1d6|
For each additional increment an object falls, it deals an additional 1d6 points of damage up to the maximum damage. Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.
September 27, 2015Posted by on
You can add this “Ghost” template to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. When a creature becomes a ghost he becomes semitransparent and can use an action to move back and forth between the material plane and the ethereal plane but he remains visible to creatures in both planes.
Ghosts are flickering remnants of their past lives, appearing as they did before death, however, they are semi-transparent and have a blue tinge to them that drowns out all color of their body.
If the ghost is still coming to terms with its death, its appearance may reflect how it died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle, may still have the wounds it sustained open and flowing with silver blood.
Similarly, if the ghost instead is more transfixed by guilt or regret at its previous life it is instead wrapped in ethereal chains.
This is because the image of a ghost is controlled by its own mental state and the way it is transfixed by death or regret will manifest in the image it takes.
It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying it to the material plane is the ghost’s own willpower, which makes the its bond to the material plane weaker than the other two types of ghosts.
A ghost uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to undead. He does not require air, food, drink or sleep. Size is unchanged.
Hit Points and Hit Dice
The creatures hit points and Hit Die remain unchanged
Ghosts have a walking speed of 0 and a fly speed of 40 feet
The creature’s armor class doesn’t change but it applies only to ethereal encounters. When the ghost enters the material plane its armor class becomes 10 + its Dexterity modifier + any magical protections.
These remain the same as the creature had in life.
The ghost gains the following special traits:
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons [Note that a ghost on the ethereal plane cannot be hit by physical weapons if the attacker is on the material plane. If the ghost is also on the material plane it can be hit only by magical weapons.]
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft., his passive Perception remains as it had in life
Languages any languages it knew in life
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. [Note that the ghost uses this movement when on the Material Plane. When on the Ethereal Plane he is visible but utterly silent to someone on the Material Plane, and solid objects on the Material Plane don’t hamper the movement of the ghost in the Ethereal. ]
A ghost retains all the attacks of the base creature, although those relying on physical contact do not effect creatures that are not ethereal except as described below.
The ghost gains the following actions:
Withering Touch, Etherealness, Horrifying Visage and Possession (Recharge 6) as described in the ghost listing in the 5E Monster Manual. [Note that a ghost must use the etherealness action to move from the Material Plane to the Ethereal Plane, or from the Ethereal Plane to the Material Plane. ]
When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost is on the material plan, its spells can affect ethereal targets and can also affect targets on the material plane normally unless the spells rely on touch. A ghost’s touch spells don’t work on nonethereal targets.
When a ghost forms, all its equipment and carried items usually become ethereal along with it. The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A magical weapon however can harm material creatures when the ghost is on the material plane.
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ghostly copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.
August 28, 2015Posted by on
Into the Depths
Underwater – Depth and Temperature
The water’s depth and temperature will determine a character’s survivability when they are under the water.
DAMAGE FROM WATER PRESSURE
|Depth||CON Save||Points of Damage|
|201-250 ft||DC 10||1d6/minute|
|251-300 ft||DC 15||2d6/minute|
|301-400 ft||DC 20||3d6/minute|
|401-500 ft||DC 25||4d6/minute|
|501-1000 ft||DC 30||5d6/minute|
|1001 ft or deeper||DC 35||6d6/minute|
The deeper a character ventures down into the water, the greater the water pressure. Freedom of movement and water breathing will not protect characters from either the crushing effects of deep water or the effects of cold. The indicated Constitution saves must be made one round after being at a certain depth. If the save is failed, then the damage is taken and another save must be made each minute until the character makes a Constitution save, after which further saves are not necessary. The character is then considered acclimated to that depth. Descending to a deeper depth range as indicated on the table, however, requires another saving throw be made.
DAMAGE FROM COLD WATER TEMPERATURE
|Temperature||Degree F||CON Save||Points of Cold Damage|
Water conducts heat much more efficiently than air; therefore cold water causes much greater loss of body temperature than does cold air. It is also important for DMs to note that water becomes heavier as it cools until it reaches a temperature of about 37 degrees Fahrenheit (just above freezing). Below 37 degrees, as water crystallizes into ice, it becomes lighter so that ice will float on the surface of the water. Therefore, the bottom of any large body of water will tend to remain at 37 degrees F most of the year. The above table outlines the necessary saves and resultant cold damage from being in water at various temperatures. Unlike pressure, Constitution saves against cold damage from water must be made each minute, even after a successful save. The table assumes that the creature is not wearing anything that will provide meaningful insulation while in water. Normal clothing or armor is of no benefit. A creature wearing a watertight outfit that captures a layer of water next to the skin (like a wet suit) has advantage on Constitution checks against the cold damage. Smearing the skin with grease or fat, which repels water, will provide a +5 bonus to the necessary Constitution saves. Of course, magical forms of protection from cold also apply.