Houserules als .docx Download (falls das unten nicht schön genug formatiert ist 😋)
HOUSERULES
DIFFICULTY CLASSES: | ||||||
Very Easy DC 5, Easy DC 10, Moderate DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 25+ | ||||||
CARRYING CAPACITY/ ENCUMBERANCE: | ||||||
Strength score x15 Lbs. (p.ex.: Strength 10 = 150 Lbs.) | ||||||
FALLING (Hazard): | ||||||
When falling a character takes 1W8 Bludgeoning Damage per 10ft. Falling, Max. 50W8(250) at 500ft. and is prone. The rate of Falling is max. 500ft./Round. When falling into Water or some other soft ground, the damage is 1W6 per 10ft. and halved if Athletics or Acrobatics DC 15 is successful. The maximum distance of falling must be 50ft. or lower. | ||||||
SUFFOCATION (Hazard): | ||||||
You can hold your breath for Minutes equal to 1 + Constitution modifier (p.ex.: Con 15 is 3 Min). | ||||||
UNDERWATER COMBAT: | ||||||
When making a melee attack roll with a weapon underwater, a creature that lacks a swim speed has Disadvantage on the attack roll (unless the weapon deals piercing damage) and the weapon´s damage is halved. A ranged attack roll with a weapon automatically misses beyond the weapons normal range, and the attack roll has disadvantage against a target within normal range. Anything underwater has fire resistance. | ||||||
CRITICAL HITS | ||||||
Bonus Actions and Reactions that trigger more damage dice on a hit are not doubled on a critical hit. | ||||||
TRADE BARS: | ||||||
WEIGHT | SILVER | GOLD | ||||
1 Lb | 5 Gp | 50 Gp | ||||
10 lbs | 50 Gp | 500 Gp | ||||
25 lbs | 125 Gp | 1.250 Gp | ||||
50 lbs | 250 Gp | 2.500 Gp | ||||
TRAVEL: Travel Terrain DMG Page 38, Encounter Distance and DCs also | ||||||
PACE | MINUTE | HOUR | DAY | EFFECT | ||
FAST | 400ft. | 4 Miles | 30 Miles | Disadvantage on Perception, Survival & Stealth | ||
NORMAL | 300ft. | 3 Miles | 24 Miles | -- | ||
SLOW | 200ft. | 2 Miles | 18 Miles | Advantage on Perception & Survival | ||
SPECIAL | Speed divided by 10 | Miles per hour x 8 | ||||
SHIPS, PHB Page 230 | ||||||
NAME | MINUTE | HOUR | DAY | EFFECT | ||
SAILING SHIP | 200ft. | 2 Miles | 48 Miles | |||
WAR SHIP | 250ft. | 2 ½ Miles | 60 Miles | |||
LONG SHIP | 300ft. | 3 Miles | 72 Miles | |||
RESTING / REGAINING HP: |
SHORT REST: |
Takes at least 1 hour. |
LONG REST: |
Takes at least 8 hours (at least 6 hours sleeping). |
SLEEPING: |
You can wake an ally as a Utilize Action. Loud noise over time (such as 1 Round of Battle) also wakens characters. You have the Unconscious Condition while asleep. |
GOING WITHOUT LONG REST: |
After each additional 12 hours period you must succeed at a DC 10 Constitution Save or gain 1 Level of Exhaustion. The DC increases by 5 for each 12 hours period. If you travel longer than 8 hours on a day, the first Constitution Save is after 2 more hours of travel (10). |
DYING: |
If you are reduced to 0 Hit Points twice within one Short Rest period, you die if you gain 2 negative Death saves instead of 3. You still need 3 positive Death saves to stabilize |
CHANGED SPELLS |
AURA OF LIFE |
Always 3 negative Death Saves to die in the Aura (instead of 2 when reduced to 0 HP twice). See Dying |
REVIVIFY: |
Target must have died within 1 Round. Coming back is ordeal as the Raise Dead Spell (see penalties). |
TASHAS HIDEOUS LAUGHTER |
If the target is not capable of laughing (such as Oozes or Constructs), it has Advantage on the Saving Throw |
BESTOW CURSE |
Concentration up to 10 Min., 4th Level Version (No Concentration, Duration of 24 hours), 5th Level Version (until Dispelled) |
DOWNTIME ACTIVITIES: |
Between Adventures the players can use time to do lots of things. Usually at least 5 Days (a working week). |
LIFESTYLE/LEBENSSTIL: PHB Page 231 |
Wretched (Free), Squalid (1 Sp/ Day), Poor (2 Sp/ Day), Modest (1 Gp/Day), Comfortable (2 Gp/Day), |
CRAFTING ITEMS/HERSTELLEN VON GEGENSTÄNDEN: PHB Page 233 |
You need the appropriate tools (Page 220-221 PHB) and ½ the base price in raw materials. |
CAROUSING/ZECHEN: |
Choose lower-, middle- or upper class and pay 10 Gp/50 Gp/250 Gp for each week to gain the possibility for connections. Charisma(Persuasion check). Page 133+ Xanathar Guide |
CRIME/VERBRECHEN: |
Invest one Week and 25 Gp+(DM) for Informations. Choose DC (10, 15, 20, 25) to set the loot. |
DIVINE, CHURCH SERVICE/GOTTESDIENSTE: |
Check on Religion, Diplomacy or similar to gain a favour of the temple or 50% off for services of the temple such as casting spells, Scrolls or Potions. |
GAMBLING/GLÜCKSSPIEL: |
Stack for one week usually between 10-1000 Gp. You never know who is playing. DC is 5 + 2W10. |
PRACTICING A PROFESSION: |
Work between adventures to maintain a modest lifestyle without paying the cost, usually DC 10-15. |
RESEARCHING INFORMATIONS/RECHERCHE: |
Certain Ability checks and time, maybe seeking out locations aso. |
RUNNING A BUSINESS: |
Old DMG Page 129 |
SELLING MAGIC ITEMS/MAGISCHE GEGENSTÄNDE VERKAUFEN: |
One week and about 25 Gp to keep informations about the trade in the community. Sell for 50% base price. |
TRAINING: |
Train for learning a new language or tool proficiency. You need a trainer, time and money. |
LINGERING DAMAGE:
DM may check on lingering damage when:
--> Critical hit vs. Player
--> Drop to 0 HP
--> Fail Death Save by 5 or more
--> Taking Massive Damage
Healing Lingering Damage:
Regenerate Spell, maybe magical Healing, Heal Spell or Medicine check DC 15+ (couple of days), Downtime Activity (maybe)
Lingering Damage:
Usually 1 Level of Exhaustion and a 10% chance for Roll D20 Flat check
1 | Lose an Eye: |
2 | Lose an Arm: 50% Lose a Hand: 50% |
3 | Lose a Leg: 50% |
4 | Limp: |
5-7 | Internal Injury: |
8-10 | Broken Ribs: |
11-12 | Horrible Scar: |
13-14 | Festering: |
15-16 | Broken Bones: |
17-20 | Minor Scar: |
GÖTTER VON FAERUN:
AZUTH | Patron of Mages, Spellcaster, Philosophers | Lawful Neutral | Knowledge, Magic, Law, Rune |
BANE | Strife, Hatred, Tyranny, Fear | Lawful Evil | Evil, Destruction, Law, War |
CHAUNTEA | Plants, Summer, Agriculture, Gardeners | Neutral Good | Animal, Earth, Good, Plant, Healing, Weather |
CYRIC | Murder, Lies, Intrigue, Deception, Illusion | Chaotic Evil | Chaos, Destruction, Evil, Trickery, Madness |
GOND | Construction, Craft, Smiths, Artifice | Neutral | Earth, Fire, Artifice, Knowledge, Strength |
HELM | Guardians, Protectors, Guards, Mercenaries | Lawful Neutral | Law, Protection, Strength, Nobility, Glory |
ILMATER | Suffering, Endurance, Poor, Martyrdom | Lawful Good | Good, Healing, Law, Strength, Liberation |
KELEMVOR | Death, the Dead | Lawful Neutral | Law, Protection, Repose, Travel, Death |
KOSSUTH | Fire, Purification through Fire | Neutral | Destruction, Fire, Repose, Glory |
LATHANDER | Birth, Vitality, Spring, Dawn | Neutral Good | Good, Nobility, Protection, Strength, Sun |
LOLTH | Evil, Spider, Darkness, Drow, Assassins | Chaotic Evil | Chaos, Evil, Darkness, Destruction, Trickery |
MALAR | Bloodlust, Hunter, Beasts, Monsters | Chaotic Evil | Chaos, Evil, Travel, Animal, Strength |
MASK | Shadows, Thievery, Baggers, Shades | Neutral Evil | Darkness, Evil, Luck, Trickery |
MIELIKKI | Autumn, Forest Creatures, Rangers | Neutral Good | Animal, Good, Plant, Travel |
MYSTRA | Magic, Spells, The Weave | Neutral Good | Good, Knowledge, Magic, Rune, Liberation |
OGHMA | Bards, Inspiration, Invention, Knowledge | Neutral | Charm, Knowledge, Luck, Travel, Trickery |
SELUNE | Moon, Stars, Travelers, Good Shapechanger | Chaotic Good | Chaos, Good, Travel, Protection, Air |
SHAR | Caverns, Night, Secrets, Dungeons, Loss | Neutral Evil | Darkness, Evil, Knowledge, Earth |
SHAUNDAKUL | Portals, Miners, Caravans, Exploration | Chaotic Neutral | Air, Chaos, Travel, Community, Protection |
SILVANUS | Wild Nature, Druids, Woodsmen | Neutral | Animal, Plant, Water, Weather, Protection |
SUNE | Beauty, Love, Passion | Chaotic Good | Chaos, Charm, Good, Nobility |
TALOS | Storms, Destruction, Rebellion, Vortices | Chaotic Evil | Chaos, Destruction, Evil, Fire, Weather |
TEMPUS | War, Battle, Barbarians, Fighters, Rangers | Chaotic Neutral | Chaos, Protection, Strength, War |
TORM | Duty, Loyalty, Obedience, Paladins, Heroes | Lawful Good | Law, Good, Glory, Healing, Protection |
TYMORA | Good Fortune, Skill, Victory, Adventurers | Chaotic Good | Chaos, Good, Luck, Travel, Liberation |
TYR | Justice, Judges, Oppressed, Paladins | Lawful Good | Good, Law, Knowledge, War, Glory |
UMBERLEE | Oceans, Waves, Currents, Seawinds | Chaotic Evil | Chaos, Evil, Water, Weather, Destruction |
WAUKEEN | Trade, Money, Wealth | Neutral | Knowledge, Nobility, Community, Travel |
BESHABA | Misfortune, Despair, Doom, Accidents | Chaotic Evil | Chaos, Evil, Luck, Trickery |
AURIL | Cold, Winter, Fury, Frost Giants | Neutral Evil | Air, Evil, Weather, Water |
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