5e Homebrew Methodology
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
View only
 
 
ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
Ability Score Generation
#1 Elite Array (15, 14, 13, 12, 11, 10)
2
#2 Point Buy: 28 pts PHB system
3
#3 Roll: 7(3d6): Drop Lowest Outcome (Must be done live).
4
HP Increase#1 Average
5
#2 Roll: No rerolls, not even on a 1
6
Lightfoot HalflingsUnderfoot Agility: Can hide behind Medium allies in combat
7
Find SteedMount does not share unintuitive spells (e.g. Cone of Cold, Magic Jar)
8
OrcEndurance: Chill Touch, and similar healing inhibitors, do not override
9
Help ActionCan use the Help action, then move away from the ally assisted
10
Scaling Abilities
When ambiguous, assume things scale off of Character Level, not Class Level (e.g. Cantrips, and Invocations)
11
Arcane Focus
Any weapon can be made into an Arcane focus with some work and a market price increases of +20 gold.
12
Divine Focus
Any Armor, Shield, or Tattoo can be made into an Divine focus with some work and a market price increases of +10 gold.
13
Dueling Combat Style Can be used with a shield in the other hand, so long as it's not a weapon
14
Movement Moving through the space of an ally, even a prone ally, counts as difficult terrain.
15
Volley SpellsThe volleys in various spells strike simultaneously. This means the strikes count as a single source of damage for things like Resistance, and 3 volleys striking a character at 0 HP does not count as 3 failed death saves. (E.g. Magic Missiles, Eldritch Blast, & Scorching Ray) However, carry over effects such as Knock-Back, and the like are each applied as normal.
16
Spells & Attack RollsSpells that include an attack roll can score a critical hit.
17
Spells & Nonlethal Damage
Acid, Cold, Fire, Electricity, and Necrotic damage cannot be used to deal Nonlethal Damage. Radiant,Poison, Pyschic can.
18
Bludgeoning, Slashing, Piercing, Radiant, Poison, Pyschic can be used to deal Nonlethal Damage.
19
Cleric: Destroy Undead
The Cleric's Destroy Undead class ability, destroys undead of CR equal to their Character Level -3.
20
Cleric Domain: TrickeryBlessing of the Trickster can be used on self.
21
Ready Action: Anticipate
A specific-trigger Ready interrupts the action that triggers it.
22
Ready Action: Hold Action
An unspecified-trigger Ready occurs directly after the action that triggers it.
23
Healers Kit
10 uses, and provides Advantage on Wisdom (Medicine) checks. (Including Stabalizing the dying)
24
Area effect: Mana Surge
All spells cast require a Concentration check, DC 10 + Spell Slot Level. Failure results in a wild surge.
25
Area effect: Null ManaSpells simple do not fuction, nor do magic items
26
Healing & Recovery
Short Rests provide no recovery, Characters may spend Hit Dice during Long Rests, Down Time recovers Hit Dice
27
Healing & RecoveryHealing Kits can be used to Maximize Hit Die recovery with a successful Medicine check
28
PotionsA character need not concentrate on a potion that they have imbibed
29
Inspiration Points
Each player may grant one inspiriation point per game session. If the GM aproves heartily, they may allow the giving player to give one more point at another time.
30
Critical Hits
A critical hit is always a hit (I.e. The Champion's class feature to Crit on a 19 infers an automatic hit on a 19.)
31
Poison
Injury Poisons, once applied to a weapon carry the poison for 1 minute, or until the next succesful attack made with said weapon.
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Loading...
 
 
 
Collection of House Rules
Abilities/Feats vs Subclasses
Subclasses by Class
Weapons Proposal
Spell Rewrite
Background Proposal (WIP)
Feats (WIP)
Flavorfull Magic Items