Houserules

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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.)
Drag/Lift Push x30 Lbs. (double), Speed maximum in excess is 5ft.

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).
When running out of breath or choking you gain 1 Exhaustion Level at the end of each turn.
If you undertake strenuous situations (such as combat, swimming in rough water, climbing etc. 1 Round counts as 2 Rounds)

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.
Visibility: Clear Water Bright Light/Dim Light (60ft./30ft.), Murky Water Darkness (10ft.)

CRITICAL HITS

Bonus Actions and Reactions that trigger more damage dice on a hit are not doubled on a critical hit.
Sneak Attack and spells such as Enlarge Person or Divine Favor do.

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.
You can
only heal Hit Points by spending Hit Dice if someone expends 1 use of a healer’s kit to bandage and treat a character’s wounds, a healing spell is cast on the character, or a medicine check DC 15 is successful.

LONG REST:

Takes at least 8 hours (at least 6 hours sleeping).
You can
only heal Hit Points by spending Hit Dice if someone expends 1 use of a healer’s kit to bandage and treat a character’s wounds, a healing spell is cast on the character, or a medicine check DC 15 is successful. You are not healing HP automatically.
Exhaustion is reduced by 1
Ability Scores are restored by 1W4
You regain ½ Level (rounded down) of your Hit Dice

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.
SLEEPING IN ARMOR: 
Sleeping in Medium or Heavy Armor is strenuous. You don´t have any Exhaustion reduction and regain only ¼ of your spent Hit Dice (min. 1). After 3 Days in a row, you gain one Level of Exhaustion.

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).
Each task or activity is complex and requires a lot of time interacting with people, institutions or working activities. Each activity is shown as simple rule to handle.

LIFESTYLE/LEBENSSTIL: PHB Page 231

Wretched (Free), Squalid (1 Sp/ Day), Poor (2 Sp/ Day), Modest (1 Gp/Day), Comfortable (2 Gp/Day),
Wealthy (4 Gp/Day), Aristocratic (10 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.
Time required is 1 Day per 10 Gp of Base Price. Characters can help together to divide the time needed. You can cut the time needed in half by making an appropriate check (DC 15+), risking failure.
Alchemical Items base price 50 Gp or less can be crafted in 1 Day (8 hours)
CRAFTING MAGIC ITEMS or SCROLLS/MAGISCHE GEGENSTÄNDE HERSTELLEN:
Scrolls PHB Page 233
For Magic Items you must have proficiency in Arcana. DMG Page 221

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.
Three rolls (DM sets): Dexterity(Stealth), Dexterity(Acrobatics), Dexterity(Thieves Tools), Dexterity(Sleight of Hands), Intelligence(Investigation), Wisdom(Perception), Charisma(Deception).
0 Successes (Get caught, prison), 1 Success (Failure but no consequences), 2 Successes (partial success, ½ Loot), 3 Successes (full loot).
DC 10 (About 25 Gp), DC 15 (About 100 Gp), DC 20 (About 200 Gp), DC 25 (1.000 Gp+)

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.
Three rolls. Wisdom(Insight), Charisma(Deception or Intimidation), Dexterity(Sleight of Hands)
You can roll two times with your Gaming Proficiency instead of Ability checks above.
0 Successes (lose stack), 1 Success (lose ½ Stack), 2 Successes (win ½ Stack), 3 Successes (win Stack)

PRACTICING A PROFESSION:

Work between adventures to maintain a modest lifestyle without paying the cost, usually DC 10-15.
Maybe comfortable (usually DC 20+, with some renown or special purpose)
Using Performance you can maintain up to a wealthy lifestyle (DC 10/15/20+).
In certain situations you can earn renown or more money. Usually DC 20+ (Gp equal to Roll, 2W8+10 or more).

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.
Diplomacy DC 20+ for higher selling price.

TRAINING:

Train for learning a new language or tool proficiency. You need a trainer, time and money.
Usually ten weeks (25 Gp/ Week). DM determines exact time.


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:
Disadvantage on Wisdom (Perception) checks that rely on sight and Ranged Attacks.
If both Eyes are lost (10%) you are blind. Regenerate can heal.

2

Lose an Arm: 50%
Cant hold two handed items, disadvantage on all Strength and Dexterity checks that rely on 2 arms (such as grapple, swim, climb aso.). Regenerate can heal.

Lose a Hand: 50%
Cant hold two handed items, disadvantage on all Strength and Dexterity checks that rely on 2 hands (such as Climb, Thievery aso.). Regenerate can heal.

3

Lose a Leg: 50%
Speed is halved and you must cane or crutch to move unless you have a peg leg or other prothesis.
You fall prone after using dash action. disadvantage on dexterity checks that rely on 2 legs. Regenerate can heal.
Lose a Foot: 50%
Your speed is reduced by 5ft. Disadavantage on dexterity checks that rely on 2 feet (such as balance).
Regenerate can heal.

4

Limp:
Your speed is reduced by 5ft. You must make a Dexterity saving throw after a dash action. If you fail you fall prone. Magical Healing removes the limp.

5-7

Internal Injury:
On any action in combat you must make a DC 15 Constitution save. On a failed save you lose the action and cant use reactions till start of next turn. Ten days of resting (medicine DC 15 for 5 days) or magical healing removes can remove the internal wound (Constitution Save DC 10)

8-10

Broken Ribs:
As Internal Injury but Save DC is 10

11-12

Horrible Scar:
Disfigured and not easily concealed. Disadvantage on Charisma (Persuasion) checks and maybe advantage on Charisma (Intimidate) checks. Magical healing of 6thLevel or higher can remove.

13-14

Festering:
Hit Point maximum is reduced by 1 per Level every 24 hours. If reduced to 0 HP you die. Magical Healing can remove. Alternatively Medicine DC 15 every 24 hours stops it after 3 successes.

15-16

Broken Bones:
Leg:
As loose a Leg but Magical healing or 10 days (5 days with medicine) can remove.
Arm:  As loose an arm but Magical healing or 10 days (5 days with medicine) can remove.

17-20

Minor Scar:
No more effects. Magical healing of 6th level or higher removes the 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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