Vad’s House Rules

[Edit 2020/03/31] – Grammar and Wild Magic Table

These are rules I have for my homebrew games. This is a living document and will likely have changes as things come to pass.

Table Rules

These rules come from David Schirduan at Technical Grimoire. Modified as Tékumel has sex, sexuality, torture, and slavery. I run an adult game with complex relationships and politics being a part of PC’s lives.

Respect everyone else playing, everyone’s here to have a good time and hopefully create a shared story.

If you say it, it happens. You are playing your character at this time.

Bring your character to life.
Players either see their character as a vehicle to kill monsters and solve puzzles (like a video game avatar) OR their character is the hero of a story no one else knows.

Good plans don’t roll.
Try to make this true as often as I can: players who prepare and invest energy in a plan shouldn’t have that plan ruined with a bad roll. In fact they shouldn’t have to roll at all if the plan is good enough. – You may have to remind me if I’m the DM.

Fight dirty.
Don’t hold back in combat, let players make dumb mistakes, or go easy on them when they just mindless attack everything. Characters should be afraid, desperate, and careful.

The answer is not on your character sheet.
Encourage players to think for themselves rather than just hoping to have the right ability or item.

Changes to Class Abilities

Fighting Styles

Any class that gains a Fighting Style (Fighter, Paladin, Ranger) can choose from an expanded list.
So a Paladin who wants to have Archery or Two-Weapon Fighting, can happen.

Second Wind

At higher levels you add an additional d10 to regain hit points. At 5th 2d10 + Level, at 11th 3d10, and at 17th add 4d10.

Fighter: Eldritch Knight

Eldritch Knights can have get a spellbook and add spells to the spellbook similar to wizards. Their “Spells Known” are the number of spells they can have prepared\memorized.

Paladin Divine Smite

A Paladin can charge a missile weapon (spear, dagger, arrow, etc.) that they must use that round with a Divine Smite. Regardless of the missile hitting or missing the target, the spell slot is used.

Rogue: Arcane Trickster

Arcane Trickster’s can have get a spellbook and add spells to the spellbook similar to wizards. Their “Spells Known” are the number of spells they can have prepared\memorized.

Warlock Eldritch Invocations

All Invocations meant for expanding the abilities of the Eldritch Blast cantrip are used on any and all cantrips the warlock knows.

Examples.

Agonizing Blast: All spell attack cantrips get your Charisma modifier added to the damage dealt on a hit.

Eldritch Spear: All cantrips range is doubled, up to 300ft.

Repelling Blast: All successful cantrips push the creature 10ft away from you.

Prepared Cantrip Spells

Spellcasters can learn multiple different Cantrips and put them in their spellbook. They then prepare the Cantrips they wish to use similar to any other spell. This applies to all spellcasters who use a spellbook to prepare spells over a long rest, but not those who can only change their spell list when they advance in level (such as Sorcerers and Warlocks).

Weapons & Equipment

Spears

Spear: For referencing, a spear doubles as a quarterstaff for abilities, skills, and spells, it then does Bludgeoning damage when used as a quarterstaff.

Spear, Short

Melee weapon (simple, spear)
Damage: 1d6 Piercing
Properties: Range (20/60), Thrown, Versatile (1d8), Reach (5 ft).
Weight: 3 lbs.

Spear, Long

Melee weapon (simple, spear)
Damage: 1d8 Piercing
Properties: Two-Handed, Reach (10 ft), Heavy.
Weight: 8 lbs.

Quarterstaff

Melee weapon (simple, staff)
Damage: 1d6 Bludgeoning
Properties: Versatile (1d8), Reach (5 ft).
Weight: 4 lbs.

Feats

Changes to existing feats, as described in Feats: The Good, The Bad, and The Suggestions.

Actor

Skilled at mimicry, dramatics, and performance you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20
  • You have an advantage on Deception and Performance checks.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Armory Apprentice

Replaces Lightly Armored, Moderately Armored,and Heavily Armored.
You have trained to master the use of all armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20
  • You gain proficiency with all armors and shields
  • You gain proficiency with four weapons of your choice

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Perception and Investigation checks made to detect the presence of secret doors and traps.
  • You have advantage on saving throws and ability checks made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps and secret doors while traveling at a normal pace, instead of a slow one.
  • You have advantage with Thieves Tools to unlock locked doors and disable traps.
  • Well underground or in tight corridors (5′ wide), you can travel at a normal pace and move stealthily.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can create written ciphers. Others can’t decipher a code you create unless you teach them, or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • You gain advantage on Intelligence, Wisdom, and Charisma saving throws against any spells that are cast utilizing a vocal component in a language that you understand.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Shield Master

Anyone with this feature can use there shield to:

  • Attack someone as a bonus action to knock the target prone, push someone 5ft, or cause 1d4+STR bludgeoning damage. They can also use their normal attack action, before or after using their bonus action.
  • If not incapacitated, you can add the shield’s AC bonus to any Dexterity saving through you make.
  • If the subject of a dexterity save lets your take half damage on a save, you instead take no damage on dexterity save.

Tenacious

Replaces “Durable” & “Tough”.
Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain equals twice your Constitution modifier (minimum of 2).
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose 4 weapons. You become proficient in them and you add your proficiency bonus to damage rolls when you use those weapons.

Companions (animals, mounts, NPC’s) in Combat

If a player has companions they control in combat (animal companion, squire, PC controlled NPC, mounts, etc.) the Player determines the order they go ON THEIR PC’s TURN.

Example.

PC (Tsol): Rolls a 12 for initiative, has a +2 so 14 is their Initiative.
Tsol has 2 guards, and a dog companion.
The Player decides Tsol will go first, blasting the enemies with ranged spells, then his guards will more forward and attack the closest creature, and the dog will run off to the back to attack ranged enemies in the back.
End Turn.
Next Player.

Skill Challenges

Choosing the Skills (and non-skills) for the Challenge

Present the party with a problem or scenario and let them decide how best to deal with it rather than drawing a box of skills and secondary skills to confine your players, give them free rein to come up with a creative solution. Reward creative thought, award successes for non-skills too, for example if the players want to use a magical item, or a spell in place of a skill. Perhaps they bribe the gruff city guard rather than try to use the persuasion skill.

Level of Complexity

Easy, medium, hard, deadly encounter.  Note: complexity differs from difficulty. Complexity only refers to the number of steps involved in the challenge, not how difficult those steps are. To be successful the players will need x number of successes before 3 failures.

Complexity Successes Failures
14(2)3
26(3)3
38(4)3
410(5)3

Skill Difficulty Class

Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

Dealing with Failure

Failure shouldn’t end the adventure, it should just change the path the players need to take.

Possible Consequences for Failure

• Increase the CR of the next encounter or raise the DC of the next skill roll
• Wandering monster
• Loss of a resource (Spell slot, per-rest power, hit dice, etc.)
• Apply a condition (poisoned, fatigued, etc)
• Inflict a curse or disease
• Expenditure of money or time
• Decrease an NPC’s attitude a step
• Disallow additional uses of that Skill
• Damage
• Impose disadvantage on the next roll
**A good skills challenge should:**
• Involve each player
• Use several skills
• Allow successes from non-skills
• Reward creativity
• Measure how well the PCs succeed, not if they succeed.

Melee Attack Actions

Called Shots

After damage is rolled, if the attack would reduce the target to 0 hp or less, the attacker can specify that the attack was a called shot, trying for a specific outcome. Example, shooting someone in the leg so they cannot run away, slicing the creatures head off, cutting a hand off so they drop what they’re holding, etc.

Critical Hits

When someone scores a critical hit, roll for damage normally, then determine the maximum damage you can roll. Combine both the maximum damage, your rolled damage, and any other modifiers (ability, magical, etc.), Using this result as your critical hit damage.

Disarming and Disarmed

The attacker makes an attack roll that is contested by the defender’s Strength (Athletics) or Dexterity (Acrobatics) check. If the attacker wins the defender is disarmed and the weapon falls to the defender’s feet. The attacker’s roll is at disadvantage if the defender is holding a weapon in two hands. The defender’s roll is at advantage if it is larger than its attacker, or disadvantage if it is smaller.
The defender must take an action to pick up their weapon, or draw another weapon to attack.

Flanking

When a creature and an allie are adjacent to an enemy and on opposite sides or corners of an enemy’s space they gain a +1 to attack rolls.
A creature that is larger than an enemy and its size overlaps two corners of a creature, it gains this benefit.

Shove

An attack to Knock Prone of from you. Attacker makes a Strength (Athletics) check contested by targets Strength (Athletics) or Dexterity (Acrobatics). If attacker wins, they can choose to Push a creature 5ft away or Knock defender Prone. (PHB 195).

Knocked Prone

A creature knocked prone has disadvantage on attacks while prone, and has no reactions on the round they stand up within melee range of the attacker who knocked them prone.

Shove Aside

An Attacker uses the Shove attack to attempt to move a target to the side instead of back. The attacker has disadvantage on its Strength (Athletics) check when attempting to shove aside someone. (DMG 272).

Moving through a hostile creatures space.

Overrun

You try and force your way through a hostile creatures space. As an action or bonus action, you make opposing Strength (Athletics) checks, and if successful you move through the hostile creatures space as difficult terrain. The hostile creature can still use their reaction to make an opportunity attack if you move out of their threat range. (DMG 272).

Tumble

You can try and tumble your way through a hostile creatures space. As an action or bonus action, you make opposing Dexterity (Acrobatics) checks, and if successful you move through the hostile creatures space as difficult terrain. You can do this even from a prone position. The hostile creature can still use their reaction to make an opportunity attack if you move out of their threat range. (DMG 272).

NPC – Minions

From Monster Manual (4e) p.282

Minion: Minions are designed to serve as shock troops and cannon fodder for other monsters (standard, elite, or solo). Four minions are considered to be about the same as a standard monster of their level. Minions are designed to help fill out an encounter, but they go down quickly.

A minion is destroyed when it takes any amount of damage. Damage from an attack or from a source that doesn’t require an attack roll (such as the paladins divine challenge or the fighter’s cleave) also destroys a minion. However, if a minion is missed by an attack that normally deals damage on a miss, it takes no damage.

Mob Rules

From DMG (5e) p. 250
When there are multiple enemies, they are likely to just hit a character without a roll need. Take their Attack bonus minus that from PC Armour Class and compare that to the ‘d20 Roll Needed’ and the corresponding column ‘Attackers Needed for One to Hit’ which shows how many auto hits by number of attackers.

d20 Roll Attackers Needed
Needed for One to Hit

1-5 1
6-12 2
13-14 3
15-16 4
17-18 5
19 10
20 20

Madness Points and Madness Levels

Characters keep track of their levels of madness like they would track their levels of exhaustion. For every 4 Points of madness, you gain another Level of madness.

1-3) First level of Madness: Each time you suffer another point of madness you suffer the same temporary madness, just rolling a d10 to see how many minutes you suffer from the madness this time.

4-7) Long-Term Madness. For each point the character surfers the same Long-Term Madness, just rolling a d10x10 to see how many hours they suffer from the madness.

8) 8th point of madness and you have a Indefinite Madness and reset your madness points to 0.

Skill Challenges

This concept again comes from ideas put down for D&D 4th edition. These ideas come from Boccob’s Blessed Blog.

Choosing the Skills (and non-skills) for the Challenge

Present the party with a problem or scenario and let them decide how best to deal with it rather than drawing a box of skills and secondary skills to confine your players, give them free rein to come up with a creative solution. Reward creative thought, award successes for non-skills too, for example if the players want to use a magical item, or a spell in place of a skill. Perhaps they bribe the gruff city guard rather than try to use the persuasion skill.

Level of Complexity

Easy, medium, hard, deadly encounter. Note: complexity differs from difficulty. Complexity only refers to the number of steps involved in the challenge, not how difficult those steps are. To be successful the players will need x number of successes before 3 failures.

Complexity / Successes / Failures

1 / 4 / 3
2 / 6 / 3
3 / 8 / 3
4 / 10 / 3

Skill Difficulty Class

Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

Dealing with Failure

Failure shouldn’t end the adventure, it should just change the path the players need to take.

Possible Consequences for Failure

  • Increase the CR of the next encounter or raise the DC of the next skill roll
  • Wandering monster
  • Loss of a resource (Spell slot, per-rest power, hit dice, etc.)
  • Apply a condition (poisoned, fatigued, etc)
  • Inflict a curse or disease
  • Expenditure of money or time
  • Decrease an NPC’s attitude a step
  • Disallow additional uses of that skill
  • Damage
  • Impose disadvantage on the next roll

A good skills challenge should:

• Involve each player
• Use several skills
• Allow successes from non-skills
• Reward creativity
• Measure how well the PCs succeed, not if they succeed.

Revised Wild Magic Surge Table

Originally from DandD Wiki

d20/d1001-3/Extreme4-9/Moderate10-20/Nuisance
1A fireball explodes with you at the center. You and each creature within 20 feet of you who must make a Dexterity Saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow.A puddle of grease appears where you are standing, with a 10-foot radius. You and anyone within 10 feet of you must make a Dexterity check at your spell save DC or fall prone.
2You recover all your expended spell slots.You are confused for 1 minute, as though you were affected by the confusion spell.You levitate 6 inches off the ground for 1 minute.
3You lose the ability to hear for 1 day.Your Strength is increased by 2 for 1 day.You gain tremorsense with a range of 30 feet for 1 minute.
4Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of damage dealt.A third eye appears in your forehead, giving you advantage on sight-based Wisdom (Perception) checks for 1 minute.You make no sounds for 1 minute and you gain advantage on any Dexterity (Stealth) checks.
5You teleport to an alternate plane, then return to the location where you started after 1 minute.The next spell you cast within the next minute that does damage, the damage is maximized.You grow a beard made of feathers, which remains until you sneeze.
6You transform into a large empty barrel for 1 minute, during which time you are considered petrified.For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns.You can’t speak for 1 minute. When you try, pink bubbles float out of your mouth.
7You are at the center of a darkness spell for 1 minute.You become intoxicated for 2d6 hours.You are immune to intoxication for the next 5d6 days.
8You are frightened by the nearest creature until the end of your next turn.Your Intelligence is decreased by 2 for 1 day.You recover your lowest-level expended spell slot.
9You are resistant to all damage types for 1 minute.Your Wisdom is increased by 2 for 1 day.For the next minute, you must shout when you speak.
10A random creature within 60 feet of you is poisoned for 1d4 hours.For 1 minute, any flammable item you touch, that you aren’t already wearing or carrying, bursts into flame.Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute.
11Make a Wisdom saving throw against your own spell save DC. If you fail, you are polymorphed into a giant dragonfly for 1 minute.Plants grow around you and you are restrained for 1 minute.You cast mirror image on yourself, which lasts for 1 minute and does not require concentration.
12Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute.You are surrounded by faint, ethereal music for 1 minute.
13You immediately gain 20 temporary hit points.You may immediately take 1 additional action.You regain all expended sorcery points.
14You teleport up to 60 feet to an unoccupied space that you can see.If you fall within the next day, you automatically have the benefit of the feather fall spell.Your hair grows to double its current length over the next minute.
15You are the center of a silence spell for 1 minute.You recover 1 expended spell slot of your choice.Your hair falls out but grows back within 1 day.
16You are vulnerable to fiends for 1 hour. Such creatures gain advantage on attack rolls made against you.For the next spell you cast within 1 minute that does damage, the damage is minimized.You gain the ability to speak one additional language of your choice for 1 hour.
17For the next day, any time you make an ability check, roll 1d6 and subtract the result.You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to magic missile.You are invisible for 1 minute.
18For any spell that requires a saving throw you cast within the next minute, the target gains advantage.You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute.Your eyes permanently change color. If they are a blue or grey shade, they turn dark brown, or vice versa. A spell such as remove curse can end this effect.
19The next single target spell you cast within the next minute must target one additional target.For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any Stealth check.
20A demon whose CR is equal to your level appears near you. Make a Charisma saving throw against your spell save DC. If you make it, the demon is subservient, otherwise, it is hostile. The demon, if not banished or defeated, vanishes after 1 day.You are protected from Elementals for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You feel the incredible urge to relieve yourself. Until you do, your Strength and Intelligence are reduced by 1. If you don’t relieve yourself in the next 2 minutes, the above effects are removed, but your Charisma score is reduced by 4 for 1 hour or until you change your trousers.
21For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting vicious mockery.For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls.Gnats buzz around your head for 1 minute, distracting you. You must make a Constitution saving throw against your own spell save DC to cast any spell.
22For the next day, you have advantage on the next 2d6 rolls you make where you don’t already have advantage.You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute.You are surrounded by a faint, offensive odor for 1 minute. You gain disadvantage on all Charisma checks.
23You are protected from Aberrations for 1 day. Such creatures cannot attack you or harm you unless they save a Charisma saving throw against your spell save DC.You emanate light in a 30-foot radius for 1 minute. Any creature within 5 feet of you that can see is blinded until the end of its next.For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast.
24For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well.For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing black, but disadvantage if they are wearing white. If they are wearing both, this doesn’t apply.You have the irresistible urge to scratch an itch in the middle of your back, just out of reach, for 1 minute. If you don’t scratch it using a back scratcher or some similar device , you must succeed a Constitution saving throw against your spell save DC to cast a spell.
25A loud boom emanates from you. All creatures within 15 feet take 2d8 thunder damage and must make a Constitution saving throw against your spell save DC or be deafened for 1 minute.You are protected from Plants for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for 1 minute.
26All creatures within 60 feet of you regain 2d8 hit points.Your Intelligence is increased by 2 for 1 day.Your Charisma is increased by 2 for 1 minute.
27You transform into a marble statue of yourself for 1 minute, during which time you are considered petrified.Within the next hour, you have advantage on the next roll you make where you don’t already have advantage.Over the next minute, all plants within 20 feet of you grow as if affected by the plant growth spell when cast as an action.
28You are immune to disease for 1 week.You gain a +2 bonus to your AC for 1 minute.Your eyes glow red for 1 minute.
29You immediately drop to 0 hit points.For the next minute, you are in the Border Ethereal near the location you were last in.Your Constitution is increased by 2 for 1 minute.
30Make a Wisdom saving throw against your own spell save DC. If you fail, you are transformed into a raven for 1 minute, as if by a polymorph spell.For the next minute, you gain resistance to thunder and force damage.You add your proficiency bonus to all Charisma checks for the next hour, if you don’t already add it.
31You are protected from Beasts for 1 day. Such creatures cannot attack you or harm you unless they save a Charisma saving throw against your spell save DC.An imp appears within 30 feet of you. Make a Charisma saving throw against your spell save DC. If you succeed, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day.Your spell components seem to have been rearranged. During the next hour, you must make an Intelligence check against your spell save DC to cast any spell that requires a material component.
32You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered petrified.For the next minute, you gain resistance to fire and cold damage.For the next minute, you have advantage on the next roll you make where you don’t already have advantage.
33You stand at the center of a circular wall of fire with a radius of 15 feet. Any creature in any of the spaces covered by this fire must make a Dexterity saving throw against your spell DC or take 5d8 fire damage. The wall of fire remains for 1 minute.For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing red, but disadvantage if they are wearing green. If they are wearing both, this doesn’t apply.Every creature within 15 feet of you takes 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points.
34Choose 1 permanent or triggered effect that has happened to you or somebody else that you’ve received from this chart and remove it, even if it was beneficial.You gain the service of an arcane eye for 1 minute that does not require concentration.A magic mouth appears on a nearby wall or flat surface. When you speak, your voice comes from the magic mouth. This lasts for 1 minute.
35You are vulnerable to Beasts for 1 hour. Such creatures gain advantage when attacking you.You lose the ability to smell for 1 day.You can hear exceptionally well for 1 minute, gaining advantage for all Perception checks related to sound.
36You permanently lose the ability to smell. This sense can be restored with a spell that removes curses such as remove curse.You gain a -2 penalty to your AC for 1 minute.You lose the ability to smell for 1 hour.
37You are vulnerable to Celestials for 1 hour. Such creatures gain advantage when attacking you.You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute.For the next day, each time you say a word with the “s” sound, it sounds like a hissing snake.
38Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a cat for 1 minute, as if by the Polymorph spell.You become invisible and silent for 1 minute.A gentle gust of wind blows outward from you. All creatures within 40 feet of you can feel it, but it otherwise does nothing.
39You are vulnerable to Plants for 1 hour. Such creatures gain advantage when attacking you.Your Dexterity is increased by 2 for 1 day.Your Dexterity is increased by 2 for 1 minute.
40You gain the service of an arcane eye for 1 hour that does not require concentration.You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute.You immediately take 1d10 radiant damage.
41You are protected from Celestials for 1 day. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances.One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone.
42All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute.Your Strength is decreased by 2 for 1 hour.Your Wisdom is increased by 2 for 1 minute.
433d6 random gems appear near you, worth 50gp each.You gain freedom of movement for 1 day.You immediately gain 10 temporary hit points.
44All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute.Your Dexterity is decreased by 2 for 1 hour.3d6 silver pieces appear near you.
45For 2d6 days, you glow bright yellow. You have disadvantage on Stealth checks and anyone trying to perceive you has advantage on their Perception check.You are affected by a faerie fire spell for 1 minute. You automatically fail the saving throw.You regain 5 hit points per round for 1 minute.
46You stand at the center of a circular wall of force with a radius of 15 feet. Any creature in any of the spaces covered by this wall must make a Dexterity saving throw against your spell DC or take 5d8 force damage. The wall remains for 1 minute.You are protected from Beasts for 1 hour. Such creatures cannot attack you or harm you unless they succeed a Charisma saving throw against your spell save DC.An imp appears near you. Make a Charisma saving throw against your spell save DC. If you succeed, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, it vanishes after 1 hour.
47All creatures within 20 feet of you are knocked prone.3d6 gold pieces appear near you.Your speed is increased by 10 feet for 1 minute.
48You are vulnerable to Aberrations for 1 hour. Such creatures gain advantage when attacking you.For 2d6 hours, you have a faint pink glow. Anyone trying to perceive you has advantage on their Perception check.You gain proficiency on all Strength checks for the next hour, if you don’t already have it.
49For the next day, you are in the Border Ethereal near the location you were last in.You gain the ability to breath water for 1 day.Your Intelligence is increased by 2 for 1 minute.
50All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next minute.You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute.One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated.
51You are at the center of a 10-foot radius antimagic field that negates all magic equal to or less than your level for 1 hour and does not require concentration.For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. Sight-based creatures gain a -1 penalty on attack rolls against you and Perception checks against you, and you gain a +1 bonus to Stealth checks.Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. If one is harvested and eaten within this time, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 5d6 poison damage. On successful one, it gains 5d6 temporary hit points.
52Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a wolf for 1 minute, as if by a polymorph spell.All creatures within 20 feet of you must make a Strength saving throw against your spell save DC or be knocked prone.You can smell exceptionally well for 1 minute, gaining blindsight with a radius of 10 feet and advantage on all Perception checks related to odor.
53You are protected from Elementals for one day. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Undead for one hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your feet sink into the ground, making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast.
54All of your hair permanently falls out. Only a spell such as remove curse can end this effect.For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick.One random gem worth 100gp appears near you.
55You gain the ability to speak one new language of your choice. However, you lose the ability to speak one language you already know.You are protected from Fiends for one hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma save against your spell save DC.For the next minute, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and Perception checks involving sight.
56A 30-foot cube hypnotic pattern appears with you at the center. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage.You permanently gain one 1st-level spell slot but forget one cantrip that you already know. A spell such as remove curse can end this effect.You are surrounded by a faint, pleasant odor. You gain advantage on all Charisma checks you make within the next minute.
57You permanently forget one cantrip. A spell such as remove curse can restore your memory.You immediately gain 15 temporary hit points.You lose proficiency on all skill checks for 1 minute.
58You immediately take 2d10 psychic damage.All gold you are carrying is now silver.You gain freedom of movement for 1 minute.
59You are vulnerable to Undead for 1 hour. Such creatures gain advantage when attacking you.For the next minute, you gain resistance to necrotic and radiant damage.You gain darkvision with a radius of 60 feet for 1 minute. If you already have darkvision, you lose it for 1 minute.
60You transform into an iron statue of yourself for 1 minute, during which time you are considered petrified.You are at the center of a fog spell which lasts for 1 minute.Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius.
61You gain an additional spell slot of your highest level for 1 week.Your Charisma is increased by 2 for 1 day.You gain a +1 to your AC for one minute.
62If you die within the next minute, you come back to life as if by the reincarnate spell.You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute.You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour.
63You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. A spell such as remove curse can end this effect.You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute.The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. If the spell is a spell of 1st level, you still must expend a spell slot to cast it.
64All creatures that can perceive you must make a Wisdom Saving throw against your spell save DC or be frightened of you.For the next minute, any creature you touch takes 2d6 lightning damage.For the next hour, you are unable to read as the letters all appeared jumbled.
65You are vulnerable to Elementals for 1 hour. Such creatures gain advantage when attacking you.You gain blindsight with a radius of 60 feet for 1 minute.For the next day, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage.
66You are protected from Fey for 1 day. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are surrounded by a horrible, noxious odor for 1 minute. Anyone within 10 feet of you must make a Constitution saving throw or be stunned.During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new roll’s result.
67You gain the service of an arcane sword that does not require concentration until your next short or long rest.Your Charisma is decreased by 2 for 1 hour.You grow 1d6 inches in height. You gradually return to your original height over the course of 1 day.
68You permanently gain one cantrip. A spell such as remove curse can end this effect.You gain the service of a phantom steed for 1 day.You immediately take 2d4 psychic damage.
69All allies within 20 feet of you get a -2 penalty on attack and damage rolls for any melee attack they make in the next minute.You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute.For the next hour, any time you make an ability check, roll 1d4 and subtract the result.
70All allies within 20 feet of you heal up to 3d8 hit points.Your Wisdom is decreased by 2 for 1 hour.You gain the ability to speak with animals for one hour.
71You lose the ability to see for 1 day. During this time, you have the blinded condition.Your speed is increased by 10 feet for 1 day.You get a -1 penalty to your AC for 1 minute.
72You gain the service of a phantom steed for 1 week.You gain the ability to walk on water for 1 day.You gain the use of an unseen servant for 1 hour.
73Make a Constitution saving throw against your spell save DC. If you fail, you are stunned for 1 minute.You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute.The next spell you cast within the hour uses a slot level one level higher than what it normally requires.
74You transform into a stone statue of yourself for 1 minute, during which time you are considered petrified.One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute.A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a -1 Wisdom penalty.
75All creatures within 20 feet of you, including you, must make a Dexterity save against your spell save DC or be affected by a faerie fire spell.You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days.You hear a ringing in your ears for 1 minute. During this time, casting a spell that requires a verbal component requires a Constitution Check against your spell save DC.
76Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. A spell such as remove curse can end this effect.All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. Consuming this food deals 2d6 poison damage and causes the poisoned condition for 1 hour.You lose 1d6x5 pounds. You gradually return to your original weight over the course of 1 day.
77You gain proficiency in one tool or weapon type you don’t already have for 1 day.Any silver you are carrying is now copper (Silver pieces, silvered weapons, silver mirror, etc.).Your clothes become dirty and filthy. Until you can change and/or clean your clothes, your Charisma is reduced by 1.
78Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a giant spider for 1 minute, as if by the polymorph spell.You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute.You gain proficiency in Wisdom checks for the next hour, if you don’t already have it.
79Gain the sympathy effects of the antipathy/sympathy spell for 3d6 days.You lose proficiency in all skill rolls for 1d4 hours.You shrink 1d6 inches in height. You gradually return to your original height over the course of 1 day.
80You are protected from Fiends for one day. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Fey for one hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter. A spell such as remove curse can end this effect.
81All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute.For the next hour, any time you make an ability check, roll 1d6 and subtract the result.For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC.
82For one minute, any spell with a casting time of 1 action can be cast as a bonus action.For the next minute, you gain resistance to poison and psychic damage.For the next hour, any time you make an ability check, roll 1d4 and add the result.
83Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a giant rabbit for 1 minute, as if by the polymorphYou’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result.If you cast a spell with a saving throw within the next minute, the target gains disadvantage on its saving throw.
84The next time you cast a spell, do not roll on this chart.You immediately take 2d6 psychic damage.Your Strength is increased by 2 for 1 minute.
85For the next day, you gain proficiency in all skills that you are not already proficient in.You gain proficiency in one skill of your choice that you’re not already proficient in for one hour.One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute.
86The next time you cast a spell, roll twice on this chart. Both effects will apply.Your Constitution is increased by 2 for 1 day.You immediately heal 2d10 hit points.
87You are vulnerable to Fey for 1 hour. Such creatures gain advantage when attacking you.You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute.You gain proficiency on all Intelligence checks for the next hour, if you don’t already have it.
88You transform into an empty wooden chest for 1 minute, during which time you are considered petrified.You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute.The power of your magic is strong! For the next hour, any spell you cast does not require a verbal component.
89Gain the antipathy effects of the antipathy/sympathy spell for 3d6 days.You gain the ability to speak one language of your choice for 1 day.You gain 1d6x10 pounds. You gradually return to your original weight over the course of 1 day.
90All creatures within 30 feet of you must make a Wisdom Saving throw. Any creature immune to magical sleep automatically succeeds on its saving throw. Those that fail fall asleep for 1d6 minutes.You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute.You gain proficiency in all Dexterity checks for the next hour, if you don’t already have it.
91You are protected from Plants for 1 day. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Celestials for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your Dexterity is reduced by 1 and your speed is reduced by 5 feet, even if you’re not wearing shoes.
92You transform into a medium-sized potted plant for 1 minute, during which time you are considered petrified.For the next minute, you are unable to cast any spell that causes damage of any type.You gain the effects of the blur spell for 1 minute, which does not require concentration to maintain.
93The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw.You gain spider climb for 1 minute, and it does not require concentration to maintain.For the next hour, you appear to others to be the opposite gender.
94You gain two spell slots at your second-highest level for 1 week.You immediately lose all unspent sorcery points and may not regain them until you have finished a long rest.You gain the service of a 2nd-level spiritual weapon for 1 minute.
95For the next day, any time you make an ability check, roll 1d6 and add the result.You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute.The power of your magic is strong! For the next hour, any spell you cast does not require a somatic component.
96Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a sheep for 1 minute, as if by the polymorph spell.You gain the ability to speak with animals for 1 day.You gain proficiency in all Constitution checks for the next hour, if you don’t already have it.
97All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute.All food and drink within 30 feet of you is purified.Every inanimate object that isn’t being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Enshrouded objects are considered heavily obscured.
98You are protected from Undead for 1 day. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Aberrations for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your fingers become sore for 1 hour. During this time, you must succeed on a Dexterity saving throw against your spell save DC to cast a spell with a somatic component.
99You jump forward in time exactly 1 minute, for 1 minute. From the perspective of everyone else, you cease to exist during that time.All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see.You feel extremely nauseated. Make a Constitution saving throw against your spell save DC. If you fail, you must spend your next action throwing up.
100All spells you cast within the next minute automatically fail.Your Constitution is decreased by 2 for 1 hour.You immediately lose one unspent sorcery point.

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1 Response

  1. 2019-01-22

    […] It is all playtest material released August 2018, the the final version is expected August 2019 and I know a few people looking forward to it. I’ll be sticking with a slightly modified version of D&D5e [VAD’s House Rules]. […]

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