D&D 5th Edition House Rules

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Training

  • Overview:Characters can learn new proficiencies with time spent in training. This training does not include any that is gained via other character mechanics, such as multiclassing, those gained by class advancement, or those gained from Feats.
  • Armor or Weapon Proficiency: Armor Proficiencies can only be gained by level advancement or Feats. It takes 429 days of training (one year) to gain a single additional weapon proficiency.
  • Saving Throws: These can only be gained by level advancement or Feats.
  • Skills: It takes 6d10+200 days of training to learn a new Skill Proficiency.
  • Tools: It takes 200 days of training to learn a new Tool Proficiency.
  • Languages: When learning languages, PC's go through 3 stages of language proficiency: Rough(143 days study. Roll 1d8: 1-5 fail to communicate or understand--6-8 success), Average(283 days study. Roll 1d8: 1-3 fail to communicate or understand--4-8 success), and Fluent(429 days study. Full mastery of language--no roll needed).

Hero Points

  • A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
  • A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
  • On a failed roll, the player may spend a hero point to re-roll.
  • PCs can use one hero point during character advancement to re-roll an unfavorable maximum hit point increase.
  • In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.
  • Heroes gain Hero Points instead of Inspiration, although the normal methods of gaining Inspiration still apply - that is, significant roleplaying that cleaves to the hero's Ideals, Bonds and Flaws.

Healing Rules

THERE ARE SEVERAL METHODS FOR CHARACTERS TO GAIN THE BENEFIT OF NON-MAGICAL HEALING

During Encounters

  • Healing Surge: As an action, you may roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.

During a Short Rest

  • Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. Hit dice only regenerate after a long rest.
  • Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of the "lite duty" actions of the character receiving aid, and it constitutes one of the "lite duty" actions of the character performing the medicine check during short rest. You may make a check for yourself, but this check is made at disadvantage.

During a Long Rest

  • Recuperating Strength: During a long rest, characters recover up two-thirds of their Hit Dice.
  • Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.

Fear

  • Adventurers that encounter threats they have no hope of overcoming, the DM may call for a Wisdom saving throw, at a DC he sets.
  • A character who fails the save becomes frightened for 1 minute.
  • The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save.

Horror

  • Horror involves more than simple fright. It entails revulsion and anguish.
  • Often it arises when adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.
  • A character in such a situation must make an Intelligence saving throw to resist the horror, with a DC established by the DM.
  • On a failed save, a character gains a short or long-term form of madness, or lasting condition per the DM's discretion.

Lingering Injuries

  • While making an attack, PC's, NPCs, and Villains have the chance to inflict a 'critical hit'. That is, a natural 20 on a d20 attack roll. When this occurs the inflicted must roll a DC 15 Constitution saving throw; on a failed roll, the DM will roll a d20 on the 'Lingering Injuries Table' to determine which lingering injury is sustained by the victim.