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Tag Archives: House Rules

D&D 5E – Are Dead Creatures Objects?

This question comes up quite often. There is no official clarification in either the Player’s Handbook or the Dungeon Master’s Guide. Jeremy Crawford said “A non-undead corpse isn’t considered a creature. It’s effectively an object.” But, dead creatures are not simply objects. If they were not still creatures they would not be valid targets for Revivify.
Time for another house rule.

House Rule:  A dead creature (non-undead corpse) can be either a creature or an object, depending on the situation. It is immune to poison and psychic damage, but otherwise can be affected by physical and magical attacks.

As a creature:

  • The creature has 0 hit points.
  • The creature is unconscious.
  • The creature can’t move, hear, see or speak, and is unaware of its surroundings.
  • The creature can’t take actions or reactions.
  • The creature is not affected by magical or mundane healing.
  • The creature is an “unwilling target” for spells that target creatures.
  • For any spell that requires an “unwilling target” to fail saving throw to be effected, the creature automatically succeeds on its save.
  • The creature automatically fails all other saving throws.
  • Attack rolls against the creature automatically hit.
  • Any attack that hits the creature is a critical hit.

As an object:  

  • The DM determines its Armor Class and hit points. For example: if the object is a dead unarmored human it might have 3d6 Hit Points and an Armor Class of 15.
  • The DM might decide that certain dead creature objects have resistance or immunity to certain kinds of attacks.
  • A dead creature object always fails Strength and Dexterity saving throws, and is immune to effects that require other saves.

As a weapon, it is an object.

“An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.” (PHB p. 147)

As a target for a spell, it depends.

If a spell specifically says it works on creatures, it works on dead creatures.

What the target of the spell can be, as defined in the spell description, determines whether or not a dead creature can be a target for any specific spell.

If the spell describes the target as a

Does that include a dead creature?

Dead creature

Yes

Creature

Yes

Creature or Object

Yes

Corps

Yes

Willing Creature

No

Object

No

Some specific spell examples:

Animate Object cannot be used on a dead creature.

Revivify, Raise Dead, Resurrection and True Resurrection all work on dead creatures.

Fabricate “You can fabricate a Large or smaller object …” In this case a creature would not be an object you could fabricate.

True Polymorph has no effect on a dead creature. For this spell, a dead creature is considered a creature with 0 hit points.

Telekinesis has separate descriptions for the target being a creature or an object. For this spell, a dead creature is considered an object.

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D&D 5E – Antimagic Field

Thoughts on the Antimagic Field spell

(and, therefore, the Beholder’s Antimagic Eye Cone)

I recently ran a D&D 5E game where the PCs fought a beholder and a lot of questions popped up regarding what is and isn’t affected in its antimagic field. I made rulings at the table to not slow down play, but promised to look into it further to find what the official rules are and to come up with house rules for anything that might come up that haven’t been covered by any official rulings that I could find. This represents the results of my research and my current thoughts on this matter.

The description of the antimagic field spell is long and detailed. Please read it carefully. It tells you most of what you need to know. The core feature of the spell could be simply stated as “nothing magical works inside the area of effect of the spell”. The wording of the spell description goes on to explicitly define what that means. The problem is that it only “suppresses” magic in the area, and it doesn’t affect especially strong magic such as that “created by an artifact or a deity”.

Hopefully what I have come up with will help with your rulings at your gaming table.

Monsters

Very few monsters are creatures or items created by magic. As a general rule, if the monster’s description does not specifically refer to the monster as “summoned or created by magic”, it remains but can’t use magic or magical abilities.

Here are a few specific examples.

Animated Armor, Flying Sword, Rug of Smothering: These are magically created items and as such “wink out of existence” while in an antimagic field.

Beholer: Beholer’s eye rays are suppressed in the area of an antimagic field.

Dragon: The Monster Manual does state that “Dragons are also magical creatures” (MM p. 86). However, they are not “created by magic” so they do not “wink out of existence” in an antimagic field. (The same is true of Fey creatures). Dragons in an antimagic field can’t use magic or magical abilities. A dragon’s breath weapon is not considered magical; it does work in an antimagic field.

Celestial, Elemental, Fiend (Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.): While in an antimagic field they can’t use magic or magical abilities.

Undead (skeletons, zombies, vampires and the like): If they were summoned or created to only last for the duration of the spell that created them, they will “wink out of existence” while in an antimagic field. Otherwise they remain but can’t use magic or magical abilities.

Constructs (like golems, modrons, and such): If their description says that they were magically created, they will “wink out of existence” while in an antimagic field. Otherwise they remain but can’t use magic or magical abilities.

Monster features

Magical Weapon Attacks: Some monsters (such as the deva) have magical weapon attacks. These attacks do not get any of the extra magical damage inside an antimagic field.

Magical features: Any feature that a monster possesses with the word “magic” or “magical” in it’s description, is suppressed in an antimagic field.

Other, possibly magical features: If a feature is not described as magical but the DM decides that, in his D&D world, that feature is magical, it is suppressed. Examples might include a fly speed without wings (such as death tyrant, for example), or a demilich’s Life Drain ability (This ability isn’t specifically described as being magical, but its description is very similar to a spell description). I would advise the DM to carefully considering the ramifications of any such rulings.

PC features

Clerics, Druids, Paladins, Rangers: Treat their divine magic spells the same as any other spells.

Clarification: Deities directly grant their worshipers the ability to cast divine spells; these spells are not directly created by the deity so are suppressed in an antimagic field like any other spell.

Divine Intervention: A Cleric’s Divine Intervention feature does function in an antimagic field.

Clarification: The Deity is directly doing the effect. If a deity personally creates an effect it overrides the antimagic field spell.

Monks: A monk’s ki is not considered magical, it works in an antimagic field. The Ki-Empowered Strikes feature says a monk’s unarmed strikes count as magical. That magic is suppressed in an antimagic field.

Creatures and objects summoned or created by magic

The antimagic field spell says: “A creature or object summoned or created by magic temporarily winks out of existence in the sphere.”

For any specific creature, you need to know what spell created it. Typically, if it was created by a spell with an Instantaneous Duration it will not be affected.

Spells

Concentration: An antimagic field does not end a concentration spell. The castor can maintain concentration while inside the antimagic field but the effect of the spell he is concentrating on is suppressed while he is in it.

You can’t cast any of the following spells while in an antimagic field, but here is what happens to these creatures or objects after they are created, once in an antimagic field.

Prismatic Wall: The spell description says: “Antimagic field has no effect on the wall.”

Polymorph: Polymorphed creatures are suppressed by an antimagic field spell.

Clarification:  If created with the polymorph spell, you maintain it by maintaining Concentration, so it is suppressed in an antimagic field. If created with the true polymorph spell, it reads in part “If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.” It can be dispelled, so it will be suppressed in an antimagic field.

Animate dead, raise dead, stone shape: Creatures created with these spells are not affected by an antimagic field spell.

Clarification:  Any non-magical creatures or objects that were created by a spell with an Instantaneous Duration, such as these, are not affected.

Familiar: Your Familiar doesn’t disappear, but you can’t dismiss it or recall it while in an antimagic field. The same is true for your steed created with the find steed spell. They are a celestial, fey, or fiend that was brought to you by magic, but are not magically created creatures.

Goodberry: The magic potency of goodberries are suppressed. The same is true for the special effects granted by the food and drink created with the Heroes’ Feast spell.

Leomund’s secret chest: You can’t recall the chest while in an antimagic field.

Melf’s acid arrow: The arrow created with this spell is not magical, so you could cast the spell while outside the antimagic field and shoot it a creature that is inside.

Meteor swarm: The blazing orbs of fire created with this spell are magical, so they would disappear when they entered the antimagic field. The same is true for the globe of cold energy created by the Otiluke’s freezing sphere spell and the whip created by the thorn whip cantrip.

Planar ally: The celestial, elemental, or fiend that was summoned with this spell does not disappear.

Plant growth: Plants that have been affected by this spell are not affected by an antimagic field.

Other features

Blessings (DMG p. 227, 228): Blessings aren’t suppressed by an antimagic field spell.

Clarification: A blessing that a character receives from deity is a “magical effect created by a deity” so it can’t be suppressed by an antimagic field spell.

Charms (DMG p. 228): A charm can’t be used in the area of an antimagic field.

Telepathic communication: “A creature within the area of an antimagic field … can’t send or receive telepathic messages”. (MM p. 9)

This is far from an exhaustive list but perhaps, if you can follow my reasoning, this will help with other questions that may pop up. Please leave your suggestions, questions, and comments below (positive or negative).

D&D 5E – House Rules for Lava

Lava Should NOT be Realistic.

My first inclination was to make the rules regarding lava as realistic as possible but eventually gave up. I have decided to not even try to make lava in D&D realistic. Here is why.

As I see it, you have two different options when coming up with house rules for lava in your D&D games. You can try to make interactions as realistic as possible or you can give it more of a fantasy feel. As an example, here are two different ways I might come up with house rules for falling into lava.

Falling into Lava (2 options)

Option 1 – Reality

  1. In the first second falling towards the lava, the air temperature rises to 200 degrees Fahrenheit. At this point any exposed skin will immediately blister. It feels as though every inch of your skin is touching a hot stove.
  2. You fall for another second toward the lava, and now the air temperature has doubled to 410 degrees. At this point your hair and any clothes you were wearing ignite into flames.
  3. A second or two later you approach the surface of the pool of lava which is between 1200 – 2500 degrees Fahrenheit. You lose consciousness from the immense pain as your flesh is charring, your blood and fluids are boiling.
  4. You begin to asphyxiate as your lings are charring due to the hot gases above the surface.
  5. The superheated air is burning your lungs filling them with fluid much like a blister from a burn fills with fluid.
  6. You are have a cardiac arrest before you ever touch the lava. Your brain isn’t registering much if anything at all at this point.
  7. As you get closer to the lava the water in your body rapidly turns into steam, causing your cells to burst and rapidly swell your body. The pressure from the created steam passes the amount of pressure that your skin and muscles can tolerate, and they begin to tear apart – either in an explosion, or by creating large openings for said steam to escape.
  8. As your skull gets closer to the lava, the water inside your brain behaves similarly, causing your head to explode as the pressure from your brain boiling alive goes above the threshold of what amount of pressure pushing outward your skull can contain.
  9. When hitting this super dense substance at a high speed you may break your neck or crack your skull open.
  10. Then, resting on a bed of molten rock four times hotter than the broiler in an oven, you quickly burst into flames.
  11. In the blink of an eye, it is just your bones and ashes on top of the lava.
  12. Your bones are all burned to ash a few seconds later.

D&D reality house rule: If you fall into lava you die. No saves.

Option 2 – Fantasy

  1. You can sink into the lava like Gollum does in the movie “Lord of the Rings: Return of the King.”
  2. Lava should be scary and potentially lethal but possibly survivable, like falling form impossible heights. Some examples where D&D rules aren’t very realistic:
    1. Fireball damage: The fireball spell does 8d6 fire damage on a failed save, or half as much damage on a successful one. Objects that are worn or carried are not affected.
    2. Falling damage: A creature takes 1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6.
    3. Power Word Kill: This spell has no effect on creatures with more than 100 hit points.
  3. Also, lava would not make a good backdrop for an encounter if it was strictly realistic.

D&D fantasy house rule: Any creature that falls into lava or starts its turn there takes 55 (10d10) fire damage.

Here are the rest of my house rules regarding lava (these apply to magma as well). Whether it is because lava is different or for some other reason it is just more “fun” if works like this.

How lava behaves (in my fictional D&D world)

  1. You can think of lava as being similar to thick oatmeal that is extremely hot.
  2. Crust: It doesn’t normally form a “crust”.
    1. As long as it is in motion the surface stays liquid, hot, red, and glowing but there may be exceptions.
    2. When it stops moving and pools up it will form a crust after cooling for 24 hours. (It cools twice as fast if underwater.)
    3. The crust is 1 foot thick and does 1d6 fire damage per round to any creature that walks on it.
    4. After 10 days the crust will be 2 feet thick and no longer does fire damage when you walk on it.
    5. The crust continues to thicken one additional foot every 10 days until the lava all becomes solid stone.
  3. Lava rate of flow: It flows slowly enough that you can normally avoid it. Lava flows at 5 ft. per round (50 ft. per minute, 1/2 mph). This is the same at any angle or over any terrain, even straight down without any support.
  4. Swimming in Lava: Swimming speed in lava is 1/4 your walking speed, or 1/2 your swim speed.
  5. Walking on Lava: Even if you are immune to fire, you can’t walk on the surface without magic, such as the “Walk on Water” spell.
  6. Wading through Lava: If the depth of the lava is not above your shoulders you can wade through it. When wading through it, if its depth is no higher than your knees it is treated as difficult terrain, otherwise your speed is reduced to 1/4 of your walking speed..
  7. Immunity to Lava: An immunity or resistance to fire serves as an immunity or resistance to lava. However, a creature immune to fire might still drown if completely immersed in lava.
  8. Gasses: Lava doesn’t normally also have toxic or dangerous gasses emanating from it.
  9. How it spreads: When it reaches a relatively flat surface it will spread. As an example, in one round a 5 foot cube of lava will spread to fill 5 random adjacent 5 ft. spaces to a depth of 1 foot. Lava that is only 1 foot deep no longer spreads unless more lava is added.
  10. Damage:
    1. Being Close: When a creature enters to within 10 feet of the lava, or starts its turn there, it takes 1d6 fire damage due to the heat radiating off the lava. It takes this same damage if it is using the “Water Walk” spell to walk on the surface of the lava.
    2. Wading: A creature takes 5d10 fire damage each round when wading through a lava stream
    3. Falling In: Any creature that falls into the lava or starts its turn there takes 55 (10d10) fire damage.
    4. Objects: Any object that isn’t being worn or carried takes fire damage as a creature does. An object that is reduced to 0 hit points from taking fire damage from lava is completely destroyed.
    5. Dying: A creature that is reduced to 0 hit points from taking fire damage from lava is disintegrated and everything it is wearing or carrying is completely destroyed (no saving throw, no death saves).

Note: the damage is less than indicated in the DMG but I have added the no death saves and destroying all objects rules.

D&D 5E – Above and Below the Waves

Swimming & Combat Above, In, and Under Water

I have previously posted my D&D 5E House Rules rules on for drowning, casting spells underwater, and entire supplements on running nautical adventures. I have recently given more thought to these matters. I have never adequately presented rules to handle issues such as standing above the water and attacking a creature below the water. In this post I address this and other issues as well as reimagining some of my earlier rules. Enjoy!

A few words about “Swim Speed”
• Having a swim speed does more than effect your speed when you are swimming. It implies a familiarity with the underwater environment that effects other things you do underwater such as speaking and using weapons. These abilities are reflected in the sections below.

How fast do you swim?
• Unless you have a swim speed, your movement speed is halved.

Swimming in Armor
Light Armor: Requires a DC 10 Strength (Athletics) check each round. Failure means you have a speed of 0 for that round.
Medium Armor: Requires a DC 15 Strength (Athletics) check each round. Failure means you have a speed of 0 for that round and you sink 10 feet.
Heavy Armor: Requires a DC 20 Strength (Athletics) check each round. Failure means you have a speed of 0 for that round and you sink 20 feet.

Swimming to Exhaustion
• You must make a DC 10 Constitution saving throw each hour that you are swimming or you gain one level of exhaustion. The check is made every half hour if wearing medium armor or every 15 minutes if wearing heavy armor.

Holding Your Breath
• You can hold your breath for a number of minutes equal to 1 + your Constitution modifier. If you have a Constitution score of less than 10 you can hold your breath for 30 seconds. At that point, you fall unconscious.
• When you don’t have time to prepare to enter the water, like if you were surprised, the time that you can hold your breath is halved, to a minimum of 30 seconds.
Once unconscious, you can survive for a number of rounds equal to your Constitution modifier (minimum of 1 round.) At that point, you drop to zero hit points, begin to drown and must start making death saving throws.
When drowning, a you cannot regain hit points or be stabilized until you are once again able to breathe.
When in combat, if you take any action other than the dodge action, at the end of combat you lose 1 minute from the time that you can hold your breath. For a long combat, for every 10 rounds you lose 2 additional minutes.
When you are hit, you must make a DC 12 Constitution saving throw. On a failure you lose an additional 30 seconds from the time you can continue to hold your breath. If it was a critical hit, you must instead make a DC 20 Constitution saving throw. On a failure you loose your breath and fall unconscious.

Melee Weapons
• When your target is underwater, if you don’t have a swim speed, your weapon attacks are made at disadvantage unless you attack with a dagger, javelin, shortsword, spear, or trident. And your unarmed strikes are made at disadvantage.

Ranged Weapons
• If your target is underwater, all ranged weapon attacks other than crossbows, nets, javelins, spears, tridents, and darts are made with disadvantage and even for these, attacks made beyond the weapon’s normal range automatically miss.

Shooting and Casting Spells Into Water
• From the point of view of a creature out of the water, creatures that are underwater are considered to have 3/4 cover (+5 to the creature’s AC).

Speaking or Casting Spells While Underwater
Speaking underwater expends some of your air. Each round that you speak or attempt to cast a spell with a verbal component removes 30 seconds from the time you can hold your breath. If you are talking, this can be no more than about 10 words.
You are harder to understand when you talk while underwater. If you don’t have a swim speed, there is a 50% chance that you won’t be understood when speaking, and a 50% chance that your spell will fail when uttering the verbal component.
Sound travels further underwater. The verbal component of a spell will be heard at least 40 feet away. The same for normal speech. Anyone further than 40 feet away will have to succeed in a perception check with a DC = the number of feet beyond 40 feet to understand what is said.
You can’t whisper or yell underwater.
Creatures that aren’t in the water with you can’t hear you well. If you don’t have a swim speed and you are underwater, anyone that is not in the water will not be able to understand anything that you are saying.
If you can breathe underwater you can talk and cast spells without restriction.

Fire Spells
• All creatures have resistance to fire damage when submerged underwater.
• The range and AoE of fire spells are both halved. In the case of AoE spells, creatures have advantage on their saving throw.

Lightning Spells
• Creatures have disadvantage when attempting to make a save against an AoE lightning spell. The range and AoE of lightning spells are doubled underwater.

Spells and Magic Items:

Water Walk [PHB p. 287]
3rd-level transmutation (ritual)
Casting Time: 1 Action Ritual
Range: 30 ft
Components: V, S, M (a piece of cork)
Duration: 1 Hour
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Ring of Water Walking [DMG p. 193]
Ring, uncommon
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

House Rules for the Water Walk spell.
The second part applies only when you target a creature submerged in a liquid, i.e. at the time of casting.

House Rules for Ring of Water Walking
• This does not mention the “Water Walk” spell. The spell says “as if it were harmless solid ground”. Note that the word “harmless” has been omitted from the ring’s description. So walking across acid or any other harmful liquid would inflict damage. It also won’t carry you to the surface if you put it on while underwater.

House Rules for both the Water Walk spell and the Ring of Water Walking
• You can chose to dive under the water whenever you choose. In combat, this will be considered part of your move action.
• If you are underwater and swim to the surface, it will take an action to climb back onto the surface of the water.
• The effect of the spell or the ring will allow you to stand, walk, run, jump or engage in combat. It will also support the weight of your body and everything you are carrying even if you aren’t on your feet. So you can sit, lay down, or stand on your hands or head if that is what you want to do. Any object you are carrying can enter the water as it normally would if your intention is not to support your weight with it. As an example, you could use a walking stick or crutch and a monk could do a kick jump with his staff.
• Your movement is not affected by the current. But, the surface of the water can change (such as with the tide) so the surface you are walking can raise or lower with the surface of the water. This means that waves will cause the surface to rise and fall. Breaking waves could present a problem.
• While you are on the surface you can attack any underwater creature that is within range with your sword or ranged weapon.
• While you are on the surface you can dip up some water in a bowl or even with your hands. You can also reach under the surface to do other things with your hands such as picking up items that you can reach, or open a chest.
Don’t forget and set your backpack down beside you, it will sink!

D&D 5E – Line of Effect

Line of Effect Definition for Fifth Edition

The Player’s Handbook says:

“To target something [with a spell], you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.”


This isn’t especially clear and and leads to many questions.
A clear definition of “line of effect” would clear up much of the confusion. However, neither the Player’s Handbook nor the Dungeons Master’s Guide use this term at all. Because fifth edition doesn’t define a line of effect, below is my unofficial definition. I went back to the definition in third edition and modified it to account for the differences in 3rd and 5th edition. Because the following is not official, you should consider it a house rule.

Line of Effect [for Spells]

You must have a clear line of effect to any target that you cast a spell on or to the point of origin for any spell’s area of effect. A spell’s area of effect affects only an area, creature, or object to which it has line of effect from its origin.
Line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.
A line of effect is also blocked by a solid barrier that doesn’t block sight, such as clear glass.
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect.
Line of effect is required for spells unless the spell description specifically states otherwise. Any spell that says that you need to see the target still requires a line of effect. If the spell description says that an effect spreads around corners that effect doesn’t require a line of effect.

Concentration Spells

If a spell must be maintained with concentration, you must have a line of effect to cast the spell, but you do not need to maintain a line of effect to maintain concentration. However, if the concentration spell allows you to use an action, bonus action or reaction to effect a creature or object then any round that you perform that action you must have line of effect to the target.

Line of Effect [for Auras]

The line of effect for an Aura is different than for spells. To be effected by (or to detect) an Aura there must be a straight path to the source of the aura that isn’t blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

D&D 5E – Armor Grades

There has been a lot of talk about how Armor Class (AC) is calculated in D&D and how armor could be be handled differently. This post is not about that. Without changing any of the basic D&D rules, the house rule I am proposing here simply adds to (or subtracts from) your armor class depending on the quality of the armor.

This system is simple and easy to remember. This works with all armor. Use the armor in the PHB but change the price and Armor Class (AC) based on the grade of the armor as indicated below. Shields are not available in Excellent or Poor condition.

EXCELLENT
These are created by the best armor smiths in the land. Armor of this grade isn’t always available.
Cost: 4 times the PHB price
Armor Class: +2 bonus to the AC

FINE
This is a the best armor most people will ever see. It is highly prized and often passed down from father to son.
Cost: 2 times the PHB price
Armor Class: +1 bonus to the AC

GOOD
This is the grade of the armor in the PHB.
Cost: PHB price
Armor Class: Use the AC in the PHB

FAIR
A peasant or low CR monster might have such armor. No fighter would use such low grade armor if he could passably get something better.
Cost: 1/2 the PHB price
Armor Class: −1 penalty to the AC

POOR
These may be found discarded or abandoned on a battlefield. They are often rusted, chipped, broken or have pieces missing. They would typically only be used when there is no other option.
Cost: 1/4 the PHB price (or found)
Armor Class: −2 (or greater) penalty to the AC.

DAMAGING ARMOR [Optional Rule]
When you take Slashing, Piercing, Bludgeoning, Acid, Lightning, or Force damage from a critical hit your armor takes a permanent and cumulative −1 penalty to its AC. The damage is applied to your shield unless your opponent had advantage on the attack. In that case, or if you aren’t using a shield, the damage is applied to your other armor. If this penalty drops the armor’s AC to 0, it is destroyed.

The DM might apply the penalty in other situations where the armor might be damaged.

 

 

D&D 5E – Weapon Grades

Wanting to add more weapon options to your Dungeons and Dragons 5E game? The weapons available in the Player’s Handbook (PHB) are simple and easy to play, but there is no variety based on the quality of the weapon. All short swords do the same damage. The house rules I am presenting here will allow allow your characters to spend more gold for a higher quality weapon that does more damage, or if they can’t afford the best they can get a lower quality weapon that does less damage.

This system is simple and easy to remember. This works with all weapons. Use the weapons in the PHB but change the price and damage dice based on the grade of the weapon as indicated below.

EXCELLENT
These are created by the best weapon smiths in the land. Weapons of this grade aren’t always available.
Cost: 4 times the PHB price
Damage Dice: Roll two additional dice and drop the lowest 2.

VERY GOOD
These are a the best weapons most people will ever see. They are highly prized and often passed down from father to son.
Cost: 2 times the PHB price
Damage Dice: Roll one additional die and drop the lowest one.

GOOD
This is the grade of the weapons in the PHB.
Cost: PHB price
Damage Dice: PHB damage

FAIR
A peasant or low CR monster might have such a weapon. No fighter would use such a low grade weapon if he could passably get a better one.
Cost: 1/2 the PHB price
Damage Dice: Roll one additional die and drop the highest one.

POOR
These may be found discarded or abandoned on a battlefield. They are often rusted, chipped, or broken. They would typically only be used when there is no other option.
Cost: 1/4 the PHB price (or found)
Damage Dice: After rolling the standard damage dice, roll one additional die and subtract that from the total of the others. If this total is zero or less, your weapon damage will only be the ability modifier you are using for this weapon (STR or DEX).

CRITICAL HIT
If your attack roll is a natural 20 (a 20 on the dice before any modifiers), roll double the standard damage dice before making an adjustment for weapon quality.

CRITICAL MISS [Optional Rule]
If your attack roll is a natural 1 (a 1 on the dice before any modifiers), the weapon attack misses. There is also a chance your weapon is damaged. Immediately make another attack roll applying all of the same modifiers against the same AC but this isn’t an attack, it is a roll to see if you damaged your weapon. If this second roll is a miss your weapon drops to the next lower grade. If your weapon is already poor quality, it is destroyed.

D&D 5E – ICRPG Conversion Guide

Conversion Book Cover - Small

Looking for ways to adapt more ICRPG into D&D 5e? Perhaps this can help.

Download your free 15 page PDF HERE.

Never heard of ICRPG? I believe that Index Card Role Playing Game (ICRPG) is only a little over 5 years old. The latest version (Master Edition) came out last month. Quoting from the Quick Start “How to use the ICRPG rules? Short answer: don’t.”
“Index Card RPG is a way of thinking. Your players invested in another system? No problem. … Take what is useful for you, and toss the rest!”

The basics are simple. Here are some examples.
Movement and distance are somewhat abstract. Everything is either close, near, or far.
Turns are always taken clockwise around the table.
In combat, your character can either move far, move near and take an action, or take an action and not move.
A target number is set for the room or encounter area. It becomes the AC for all monsters and the DC for anything else you may attempt.

I couldn’t find any good conversion guides, so I wrote this one. If any of this sounds interesting to you, I recommend downloading the free ICRPG Quick Start available on “DriveThru RPG”.

You might want to run an ICRPG session or two using this conversion guide. If you and your players think any of these rules would enhance your D&D 5e game, drop all of the ones you don’t like and just use the ones you like as house rules in your next D&D game.

Let me know how it goes.

Revision #1, 1/8/2022: Removed copyrighted text and images as requested by Alex from Runehammer Games.

D&D 5E – The Complete Guide to Lycanthropy

The official rules for Lycanthropy in D&D 5E don’t make it clear on how a DM should run the game should a player’s character become effected by the curse. I was looking to come up with some house rules when I ran across this post by Halfling Hobbies. I didn’t think I could improve on it much so I thought I would share.

Source: The Complete Guide to Lycanthropy in D&D 5e | Halfling Hobbies & Trinkets

D&D 5E – Effects of Magical Aging

Can my D&D character die of old age?

In 3.5 and earlier editions of D&D your character could die of old age. This is not presented as an option in 5th edition. If you want some rules for how your characters are effected when they are magically aged, with the possibility of dying from old age, this post is for you.

Your character ages normally as time passes in your campaign. Most campaigns won’t represent a long enough time for your character’s advancing age to effect your character’s abilities. But the world of D&D is a world full of magic and anything can happen.

The Player’s Handbook tells you when each race is considered an adult and their expected lifespan. You also learn that the “petrified” condition ceases aging and creatures under the effect of the “imprisonment” spell don’t age. You also learn that the “resurrection”, “true resurrection”, and “revivify” spells don’t work on creatures that died from old age. I would also have to assume that a properly worded “wish” spell could change the age of a creature.

From the Dungeon Master’s Guide you learn that both the “Boots of Immortality” and the epic “Boon of Immortality” both stop you from aging, make you immune to any effect that would age you, and with them you can’t die from old age. You also learn that a creature trapped in an “iron flask” doesn’t age.

The Monster Manuel only has one monster that effects aging. The “Ghost” has a “Horrifying Visage” ability that can age a character 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. [For the following rules to work as intended, change the aging from “1d4 x 10 years” to “one age category”.]

In the magical world of D&D there may be additional spells or magical effects that are not in any of the core books. As the result of some magic, you might be unnaturally changed to any older (or younger) age. I have created the following unofficial rules to provide a framework for the DM to handle these situations.

I have divided the ages into 3 groups: Young, Mature and Old
Each of these groups are further divided into three categories. Although the Player’s Handbook says that you can choose any age for your character, it is assumed that a starting player character would normally be somewhere in the “Mature” group.

The three age groups and the categories for each group are as follows.
Young: Infant, Child, Adolescent
Mature: Young-adult, Adult, Middle-aged
Old: Senior, Elderly, Venerable

When a creature is affected by magic which changes its age, it will typically make it older (or younger depending on the magic effect) by a single age category. When your age is changed in this way your character changes as described below. Please note that, except for Infants, you are NOT changing any ability scores. Also these changes are NOT cumulative. When your age is magically changed to one of these categories you should start by removing any previously applied changes from earlier age changes before applying the new changes.

PC age categories

Infant: Your size becomes tiny, Your speed becomes 0, You loose all ability to communicate. You can’t cast spells. You loose all of your proficiencies. All of your ability scores become 3. You automatically fail all ability checks and saves.

Child: Your size becomes small. Your speed becomes 10. You can’t cast spells. You loose all of your proficiencies. You have Disadvantage on STR, INT, WIS and DEX checks and saves. You have Advantage on CHA checks and saves.

Adolescent: You loose all weapon and armor proficiencies. You must succeed on a concentration check to cast any spell. You have a -2 on STR, INT and WIS checks and saves. You have a +2 on CHA checks and saves.

Young-adult, Adult, and Middle-aged: No changes.

Senior: You have a -2 on STR, DEX and INT checks and saves.

Elderly: You have disadvantage on STR, DEX and INT checks and saves. You have a +2 on CHA and WIS checks and saves.

Venerable: You automatically fail all STR and DEX checks and saves. You have advantage on CHA and WIS checks and saves. If you fail any CON save you receive one level of exhaustion. If you die from exhaustion, you will have died from old age.

Too young or too old:

If magical ageing makes you younger than the youngest category you die from never having been born. Your body dissipaters and your sole returns to the font on the Positive Energy Plain from whence it came.

If magical ageing makes you older than oldest category you die of old age.

PC Races

For the races that are in the Player’s Handbook.

Dwarf
Young: Infant 0-1, Child 2-19, Adolescent 20-49
Mature: Young-adult 50-99, Adult 100-149, Middle-aged 150-199
Old: Senior 200-249, Elderly 250-299, Venerable 300-350

Elf
Young: Infant 0-1, Child 2-19, Adolescent 20-99
Mature: Young-adult 100-199, Adult 200-299, Middle-aged 300-399
Old: Senior 400-499, Elderly 500-599, Venerable 600-750

Halfling
Young: Infant 0-1, Child 2-13, Adolescent 14-19
Mature: Young-adult 20-49, Adult 50-89, Middle-aged 90-129
Old: Senior 130-159, Elderly 160-199, Venerable 200-250

Human
Young: Infant 0-1, Child 2-12, Adolescent 13-17
Mature: Young-adult 18-24, Adult 25-44, Middle-aged 45-64
Old: Senior 65-79, Elderly 80-99, Venerable 100-120

Dragonborn
Young: Infant 0, Child 1-3, Adolescent 4-14
Mature: Young-adult 15-24, Adult 25-34, Middle-aged 35-44
Old: Senior 45-54, Elderly 55-64, Venerable 65-80

Gnome
Young: Infant 0-1, Child 2-19, Adolescent 20-39
Mature: Young-adult 40-99, Adult 100-159, Middle-aged 160-219
Old: Senior 220-279, Elderly 280-339, Venerable 340-500

Half-Elf
Young: Infant 0-1, Child 2-14, Adolescent 15-19
Mature: Young-adult 20-34, Adult 45-69, Middle-aged 70-94
Old: Senior 95-119, Elderly 120-144, Venerable 145-180

Half-Orc
Young: Infant 0-1, Child 2-5, Adolescent 6-13
Mature: Young-adult 14-23, Adult 24-33, Middle-aged 34-43
Old: Senior 44-53, Elderly 54-63, Venerable 64-75

Tiefling
Young: Infant 0-1, Child 2-12, Adolescent 13-17
Mature: Young-adult 18-24, Adult 25-44, Middle-aged 45-64
Old: Senior 65-99, Elderly 100-119, Venerable 120-150

Monster age categories

For NPCs and all Creatures that do not have a class level (monsters) what happens when they are magically aged depends on their type. They will use the age categories that are shown below for the monster type. We can ignore their actual age in years.

Aberrations, Celestials, Constructs, Elementals, Fey, Fiends, Monstrosities, Oozes, and Undead are immune to magical aging.

Beasts
Beasts are assumed to start as an Adult.
Beast age categories:
Child: Disadvantage on STR and DEX checks and saves.
Adolescent: -2 on STR and DEX checks and saves.
Adult: Starting age.
Old: Disadvantage on STR and DEX checks and saves.

Dragons
Dragons have their own age categories. When they magically change to a different age category all of their stats change to those for a dragon of the same color but with the new stat block.
Dragon age categories:
Wyrmling 0-5 years
Young 6-100 years
Adult 101-800 years
Ancient 801+ years

Faerie Dragons
They will change color, and the abilities associated with that color, as they change change age categories.
Faerie Dragon age categories:
Red 0-5 years
Orange 6-10 years
Yellow 11-22 years
Green 21-30 years
Blue 31-40 years
Indigo 41-50 years
Violet 51 years

Giants and Humanoids
Use the same age categories as shown for PCs.
Giants and Humanoids are assumed to start as an Adult.

Plants
Plants are assumed to start as an Adult and they don’t die from old age, they just get larger. Use your common sense, for instance plants that don’t have a speed or move rate don’t get them when they change size.
Plant categories:
Young: Size decreases from Adult by two size categories and reach decreases from Adult by 10′ and speed decreases from Adult by 10′.
Young-adult: Size decreases from Adult by one size category and reach decreases from Adult by 5′ and speed decreases from Adult by 5′.
Adult: Starting age.
Middle-aged: Size increases from Adult by one size category and reach increases from Adult by 5′ and speed increases from Adult by 5′.
Old: Size increases from Adult by two size categories and reach increases from Adult by 10′ and speed increases from Adult by 10′.