Caesar's House of The Fifth (Cool House Rules)
Caesar's House of The Fifth (Cool House Rules)
of the Fifth
/u/Caesarr
i
C ONTENTS
1 Quick Fixes 1 4 Magic Items 13
Character Creation . . . . . . . . . . . . . 1 Crafting Magic Items . . . . . . . . . . . . 13
High-level Martial Characters . . . . . . . 1 Disenchanting . . . . . . . . . . . . . 13
Class Changes . . . . . . . . . . . . . . . . 1 Upgrading Magic Weapons & Armor . . . 13
Ability Scores . . . . . . . . . . . . . . . . . 2
Ability Checks . . . . . . . . . . . . . . . . 2 5 Inspiration 14
Short Rests . . . . . . . . . . . . . . . . . . 2 Benefits of Inspiration . . . . . . . . . . . 14
Survival . . . . . . . . . . . . . . . . . . . . 2 Using Inspiration . . . . . . . . . . . . . . 14
Illusions . . . . . . . . . . . . . . . . . . . . 3 Renewing Inspiration . . . . . . . . . . . . 14
Companions . . . . . . . . . . . . . . . . . 3
Dungeon-Delving Mercenaries . . . . 3 6 Gaining Experience 15
Spells . . . . . . . . . . . . . . . . . . . . . 3 Personal Characteristics . . . . . . . . . . 15
Spell Scrolls . . . . . . . . . . . . . . . 3 Writing Characteristics . . . . . . . . 15
Gritty Realism Spell Duration . . . . 3 Earning XP . . . . . . . . . . . . . . . . . . 15
Forcecage Errata . . . . . . . . . . . . 4 The Party Goal . . . . . . . . . . . . . 15
Interrogations . . . . . . . . . . . . . . . . 4 Expected XP Rate . . . . . . . . . . . . . . 16
External Pressures . . . . . . . . . . . . . 16
2 Combat 5
Cleaving & Piercing . . . . . . . . . . 5 7 Campaign Pacing 17
Called Shots . . . . . . . . . . . . . . 5 Increasing the Difficulty . . . . . . . . . . 17
Attacking Prone Targets . . . . . . . . 5 Premade Adventures . . . . . . . . . . 17
Opportunity Attacks . . . . . . . . . . 5 An Extra Feat . . . . . . . . . . . . . . . . 17
Dashing Attack . . . . . . . . . . . . . 5 Correcting CR . . . . . . . . . . . . . . . . 17
Potions . . . . . . . . . . . . . . . . . 5 Treasure Hoards . . . . . . . . . . . . . . . 17
Death Saves . . . . . . . . . . . . . . 5
8 Renown 18
Massive Damage . . . . . . . . . . . . 5
Tracking Renown . . . . . . . . . . . . . . 18
Simplified Mounted Combat . . . . . 5
Benefits of Renown . . . . . . . . . . . . . 18
Escaping . . . . . . . . . . . . . . . . 5 Fictional Positioning . . . . . . . . . . 18
Stealthy Takedowns . . . . . . . . . . 6 Overlapping Allegiances . . . . . . . . 18
Non-player Multiattacks . . . . . . . 6 Gaining Renown . . . . . . . . . . . . . . . 18
Legendary Actions . . . . . . . . . . . 6 Maintaining Renown . . . . . . . . . . . . 18
Legendary Resistance . . . . . . . . . 6
Using Skills in Combat . . . . . . . . . . . 6 9 Ruling Land 19
Interfere with an Object . . . . . . . . 6 Gaining Land . . . . . . . . . . . . . . . . . 19
Move Through Enemy Space . . . . . 6 Build on Unclaimed Land . . . . . . . 19
Cut the Straps . . . . . . . . . . . . . 6 Be Granted Land . . . . . . . . . . . . 19
Interrupt a Spell . . . . . . . . . . . . 6 Managing Land . . . . . . . . . . . . . . . 19
Rally . . . . . . . . . . . . . . . . . . . 6
Frighten . . . . . . . . . . . . . . . . . 7 10 Exploring Dungeons 20
Taunt . . . . . . . . . . . . . . . . . . 7 Tracking Time . . . . . . . . . . . . . . . . 20
Resuscitate . . . . . . . . . . . . . . . 7 Wandering Inhabitants . . . . . . . . . . . 20
Social Skills . . . . . . . . . . . . . . . 7
Recalling Information . . . . . . . . . 7 11 Exploring the Wild 21
Variant: Fighting Spirit . . . . . . . . . . . 7 Using a Map . . . . . . . . . . . . . . . . . 21
Condition: Dispirited . . . . . . . . . 7 Time . . . . . . . . . . . . . . . . . . . . . . 21
Fighting Spirit for NPCs . . . . . . . . 7 Sleeping in the Wild . . . . . . . . . . 21
Travel Procedure . . . . . . . . . . . . . . . 21
3 Feats 8 Travel Activities . . . . . . . . . . . . . . . 22
Unchanged Feats . . . . . . . . . . . . . . 8 Random Encounters . . . . . . . . . . . . 24
Nerfed Feats . . . . . . . . . . . . . . . . . 8 Environment Encounters . . . . . . . 24
Buffed PHB Feats . . . . . . . . . . . . . . 8 Environment Hazards . . . . . . . . . 26
Buffed XGE Feats . . . . . . . . . . . . . . 11 Downtime . . . . . . . . . . . . . . . . . . . 27
Buffed TCE Feats . . . . . . . . . . . . . . 12 Advanced Recipe for Hex Encounters . . . 27
CONTENTS
ii
C HAPTER 1: Q UICK F IXES
• Last updated: March 28, 2023. C LASS C HANGES
• If you have feedback, message me at /u/Caesarr.
• The book’s colorized version can be found here.
R ANGER
• The book’s print-friendly version can be found here. Use the TCE version of the Ranger.
• You can have the Favored Foe feature last for
a single attack and not require concentration.
C HARACTER C REATION • Rather than knowing a set list of spells, you
prepare a number of spells from the Ranger
L EVEL 1 H IT P OINTS spell list equal to your Wisdom modifier + half
Level 1 characters start with 2 Hit Dice and your Ranger level, rounded down. You can
equivalent hit points of a level 2 character. When change your list at the end of long rests.
characters reach level 2, they don’t gain hit
points or a hit die. S ORCERER
F EATS
• You have an additional number of sorcery
points equal to your proficiency bonus.
Non-human races can gain a feat at level 1, by • At 3rd Level, you gain four Metamagic options.
replacing all racial ability score improvements
You gain two at 10th and 17th level.
with one +1 increase in an ability of your choice. • Subclasses that do not include a table of
M AXIMUM A BILITY S CORE additional spells (such as those in TCE) gain 2
additional spells known when they gain their
At level 1, ability scores cannot be above 17. If
1st, 3rd, 5th, 7th and 9th level in Sorcerer.
you roll for scores and roll an 18+, move the
These spells must on the sorcerer, warlock or
excess amount to another ability score.
wizard spell list, and must be from one of two
schools of magic chosen at character creation.
H IGH - LEVEL M AR TIAL
M ONK
C HARACTERS • You have an additional number of ki points
When you reach a combined total of 11 levels equal to your proficiency bonus.
(and again at 15 and 20 levels) in the following • As part of your Extra Attack class feature, the
classes, you gain an additional Ability Score number of attacks increases to three when
Improvement or Feat: Barbarian, Fighter, Monk, you reach 11th level.
Rogue, and three-quarters of any Artificer, • Deflect Missiles can be used on any ranged
Paladin and Ranger levels (rounded down). For weapon attack that hits a creature within 5
example, without any multi-classing, a Ranger feet of you.
will gain their first additional ASI at level 15 • You can make grapple and shove checks with
(15×0.75 = 11). Dexterity (Acrobatics).
WARLOCK
Gritty Realism
Intelligence can be used as your spellcasting
Using the Gritty Realism resting rules (p.267 of the DMG)
attribute. Any class features that use Charisma
can also help bridge the gap between martial characters
and spellcasters. The game is balanced around having 6-8 change to Intelligence.
medium-hard encounters per long rest. If spellcasters rest
more often than this, they will have more spell slots W IZARD
available per encounter than the game expects.
You do not need to roll when copying spells into
your spellbook.
A BILITY C HECKS
H ELPING
S HOR T R ESTS
To help another character with a skill check, you Short rests take 10 minutes, and you can
must be proficient in the skill they are using. benefit from at most two short rests per long
rest. This makes it more reasonable to take
P ASSIVE C HECKS (T AKING 10) short rests in time-sensitive situations and
balances classes that rely on short rests.
Passive checks are not only for “always on”
senses like perception and insight, but also to
determine your typical aptitude at a task when
not under pressure (PHB p.175). In low-pressure
S URVIVAL
If you want survival to be non-trivial, use the
situations where you could safely attempt
following two quick fixes:
something multiple times, you can “take 10”
instead of rolling a d20 for the check, adding • Long rests cannot be taken in the wilderness.
your modifiers as normal (and adding or • A person can carry at most 20 lbs of water
subtracting 5 if you have advantage or (enough for 2 days), and water created by
disadvantage). If taking 10 wouldn’t give you a magic below 3rd level does not provide
high enough result, you can roll the d20 instead. hydration (nor do goodberries).
This is true for any ability check. See Chapter 11 for full rework of Exploration.
pay. They also have two requirements, enforced • 3rd level: Animate Dead, Tower
by a mercenary guild appropriate for the setting: • 4th level: Private Sanctum
• monthly payment in advance, and • 6th level: Druid Grove, Guards and Wards
• an extra month’s pay as death insurance, paid • 7th level: Magnificent Mansion, Temple of the
CHAPTER 2: COMBAT
5
Once all characters have done so, the DM (or methods are more concrete than non-magical
players in the case of escaping NPCs) chooses methods (e.g. spells), and this can result in
one of the following: players of non-magical characters having less (or
• A chase and successful escape is briefly feeling like they have less) influence over the
narrated, no rolls required. fiction. In some cases, being skilled may actually
• The enemy is not interested in chasing, and be more effective than having to rely on magic to
the escaping characters get away. achieve a similar effect.
• The enemy chases them, and a skill challenge Below are examples of balanced non-magical
begins. If the escapees fail the skill challenge, actions that can be taken in combat.
combat recommences with the next creature Proficiency. In order to use a skill in combat,
in initiative order. If they succeed, the enemy you must be proficient in the skill.
is beaten to the objective, gives up, or loses
track of the characters for at least 1d4 hours. I NTERFERE WITH AN O BJECT
When a creature within melee range of you
S TEALTHY T AKEDOWNS interacts with an object (such as a sword on the
In special circumstances, it is possible to knock ground, a map on a table, or a door handle), you
out an enemy who isn’t expecting trouble. To do can spend your reaction to make a contested
so, they must be capable of being surprised, and Dexterity (Acrobatics or Sleight of Hand) check.
you must sneak up within 5 feet of them without If you succeed, the creature fails to interact with
them noticing you. the object this turn.
If successful, you will have advantage on your M OVE T HROUGH E NEMY S PACE
first attack for being an unseen attacker. You
can knock them unconscious for 1d4 hours by Two optional rules from p.272 of the DMG allow
succeeding at one of the following in a single creatures to move through an enemy’s space. As
melee attack: an action or bonus action, you can:
• Reducing their HP to below half their max HP
Overrun. Make a contested Athletics check.
• Stunning them
Larger creatures have advantage.
• Poisoning them with a Contact, Inhaled or
Tumble. Make a contested Acrobatics check.
Injury poison, or a spell such as Contagion. C UT THE S TRAPS
N ON - PLAYER M ULTIATTACKS As an action or bonus action, if you a wielding a
dagger, you can attempt to cut the straps of one
When NPCs take the Multiattack action, they non-armor item being worn by a creature within
can replace any number of their attacks with melee range. For example, a spell materials
grapple and shove attacks. pouch, backpack, or shield. To do so, make a
contested Dexterity (Sleight of Hand) check
L EGENDARY A CTIONS against the target’s Dexterity (Sleight of Hand or
Creatures with legendary actions have a number Acrobatics). If you succeed, the item falls to the
of legendary actions per round equal to one less ground. For disarming weapons, see the
than the number of PCs. For example, parties of optional rule on p.271 of the DMG.
4 still result in 3 legendary actions, but parties
of 6 now result in 5 legendary actions.
I NTERRUPT A S PELL
If a creature you are grappling is casting a spell,
L EGENDARY R ESISTANCE you can attempt to interrupt it as a Reaction.
Make a Strength or Dexterity check against DC
Legendary resistance can also be spent to
10 + the spell’s level. On a success, the
succeed at an ability check required by an
creature’s spell fails and has no effect.
enemy’s effect.
Creatures with legendary resistance have a R ALLY
number of charges per day equal to one less
than the number of PCs. As an action, if you are not frightened, you can
attempt to rally any number of either friendly
humanoids or animals within 15 feet of you who
U SING S KILLS IN can see or hear you. Make a Strength or
Charisma (Intimidation) check for humanoids, or
C OMBAT a Wisdom (Animal Handling) check for animals.
While theoretically anything fictionally possible The DC is equal to the spell save DC or roll that
can be achieved in combat, it can often be caused your targets to be frightened. On a
difficult to adjudicate fair rulings. Magical success, you end the effect.
CHAPTER 2: COMBAT
6
F RIGHTEN do count as the one free interaction you get per
turn (see “Interacting with Objects” on p.190 of
As an action, you can attempt to frighten a
the PHB).
number of creatures up to your proficiency
bonus that are within 15 feet of you and can see
or hear you. The targets must succeed at a VARIANT : F IGHTING
Wisdom saving throw or be frightened of you for
1 minute. The DC is equal to 8 + your Strength S PIRIT
(Intimidation) modifier. Instead of hit points, you have fighting spirit.
The frightened creatures can repeat the saving Fighting spirit represents all the narrative
throw at the end of each of their turns, ending elements of hit points: your tenacity, defense,
the effect on itself on a success. Creatures drive, pain resistance, energy, parrying ability,
immune to being frightened cannot be affected, training, motivation, and so on.
and you can only target each creature once per Instead of suffering damage to your physical
24 hours with this ability. body, you suffer it to your fighting spirit.
Physical harm only occurs when a creature
T AUNT deals the final blow and decides if the damage is
As a bonus action, you can attempt to taunt a lethal or non-lethal. Death saving throws work
creature within 15 feet of you. The creature as normal. Anything that refers to hit points
must make a Wisdom saving throw against a DC instead refers to fighting spirit, and hit dice are
equal to 8 + your Charisma (Intimidation) now spirit dice.
modifier (if the creature is a beast, use Wisdom If you ever have less than a third of your
(Animal Handling) instead). On a failed save, the fighting spirit (rounded down), you are dispirited,
creature has disadvantage on attack rolls described below. Healing your spirit above a
against creatures other than you and can’t move third removes the condition. Your defensive
further than 30 feet from you until the start of capabilities are not dampened while dispirited,
your next turn. but it is harder for you to find the drive to
The effects ends earlier if you attack or cast a continue the fight.
spell at another hostile creature, if an ally
attacks or casts a harmful spell on the target, or C ONDITION : D ISPIRITED
if you end your turn more than 30 feet away • You have disadvantage on attack rolls.
from the target. • Saving throws made against your spells,
attacks, and abilities have advantage.
R ESUSCITATE • Optional: You gain one additional temporary
When you attempt to stabilize a creature at 0 hit ideal or flaw. Choose from the following list or
points who is not yet stable, if the result is 15 or create one with the DM:
higher, they gain 1 hit point. If they are already – Flaw: I doubt myself.
stable, there’s nothing more you can do for – Flaw: I don’t have it in me to fight any
them. longer.
– Ideal: Violence is not the answer.
S OCIAL S KILLS – Ideal: The creatures we’re fighting deserve to
live.
Talking does not usually require an action on
your turn, but it does if you want to influence
the battle. As an action, you can try to influence
F IGHTING S PIRIT FOR NPC S
a single hostile humanoid that understands you. If the DM is comfortable tracking an additional
Make a contested Persuasion, Performance, condition, NPCs and other living creatures can
Deception, or Intimidation roll as normal. If the also use fighting spirit and the dispirited
target has been harmed by the party, roll with condition. If they do, the DM should tell the
disadvantage. If you succeed, the target will offer group when a creature is dispirited. This is a
no help but also do harm to you until you act good way to signal not only the progress the
aggressively. If you succeed by 10 or more, the party is making in combat, but also that
target will do what you ask as long as no risks creatures may be willing to surrender or
or sacrifices are involved, until you act bargain.
aggressively.
Self-preservation and Healing
R ECALLING I NFORMATION The above rules encourage self-preservation and using
healing throughout a fight, instead of only using small
History, Nature, Arcana and Religion checks to amounts of healing on unconscious characters.
recall information do not require an action, but
CHAPTER 2: COMBAT
7
C HAPTER 3: F EATS
S
OME FEATS ARE MUCH STRONGER THAN • Climbing and swimming doesn’t cost you
others. Rather than nerfing strong feats extra movement.
though, these rules buff the weaker • You can make a running long jump or a
feats. By buffing the majority of feats, it running high jump without any previous
no longer feels as punishing to miss out on an movement, rather than 10 feet.
Abilty Score Increase when picking a feat. This • Addition: Whenever you Ready an action,
helps encourage players to further customize when the trigger occurs and you use your
and differentiate their characters with feats. reaction, you can also move up to 10 feet.
CHAPTER 3: FEATS
8
• You have resistance to damage dealt by traps. • When you make an opportunity attack, you
• Addition: You have darkvision out to a range can make a grapple attack instead of a
of 60 feet. If you already have darkvision, its weapon attack. If you succeed, they are not
range increases by 60 feet. grappled, but their speed is reduced to 0 for
• Addition: You always know which way is the turn.
north.
• Addition: You always know the number of H EALER
hours left before the next sunrise or sunset. • Addition: Increase your Dexterity, Wisdom or
Intelligence score by 1, to a maximum of 20.
When you use a healer’s kit to stabilize a
D URABLE •
maximum of 20.
Prerequisite: None • Addition: You gain proficiency with heavy
When you gain this feat, choose one of the armor.
following damage types: acid, cold, fire, • While you are wearing heavy armor,
lightning, or thunder. bludgeoning, piercing, and slashing damage
Addition: You learn one cantrip of your choice that you take from nonmagical weapons is
that deals damage of the chosen type. Choose reduced by 3.
either Intelligence, Wisdom, or Charisma as your
spellcasting ability for this cantrip. K EEN M IND
Addition: Increase an ability score you use for Change: The whole feat is rewritten as follows:
spellcasting by 1, to a maximum of 20. • You are able to concentrate on two effects
Spells you cast ignore resistance to damage of (such as spells) at once. Only one of the effects
the chosen type. In addition, when you roll can be a spell of 3rd level or higher. If you
damage for a spell you cast that deals damage of would make a saving throw to maintain
that type, you can treat any 1 on a damage die concentration while concentrating on two
as a 2. effects, roll once with disadvantage. On a
You can select this feat multiple times. Each failure, both effects are lost.
time you do so, choose a different damage type. • You always know which way is north.
CHAPTER 3: FEATS
9
L INGUIST • Addition: You gain proficiency with medium
armor and shields.
• Increase your Intelligence score by 1, to a • Wearing medium armor doesn’t impose
maximum of 20.
disadvantage on Dexterity (Stealth) checks.
• You are fluent in three additional languages of • When you wear medium armor, you can add 3,
your choice, and have a basic understanding
rather than 2, to your AC if you have a
of all other languages.
Dexterity of 16 or higher.
• You can ably create written ciphers. Others
can’t decipher a code you create unless you
teach them, they succeed on an Intelligence M OUNTED C OMBATANT
check (DC equal to your Intelligence score + • You have advantage on melee attack rolls
your proficiency bonus), or they use magic to against any unmounted creature that is
decipher it. smaller than your mount.
• Addition: You can read any cipher with one • You can force an attack targeted at your
hour of work. mount to target you instead, and vice-versa.
• Addition: You gain proficiency with History • If your mount is subjected to an effect that
and calligrapher’s supplies. allows it to make a Dexterity saving throw to
take only half damage, it instead takes no
M AGE S LAYER damage if it succeeds on the saving throw, and
• When a creature within your reach casts a only half damage if it fails.
spell, you can use your reaction to make a • Addition: If your mount is subjected to an
melee weapon attack against that creature. effect that allows it to make a Wisdom saving
This attack occurs while they are casting, throw, it has advantage on the roll.
and requires them to pass a DC 10
Constitution saving throw or lose the spell. S AVAGE A TTACKER
• When you damage a creature that is
concentrating on a spell, that creature has
• Addition: Increase your Strength or Dexterity
disadvantage on the saving throw it makes to score by 1, to a maximum of 20.
maintain its concentration.
• Once per turn when you roll damage for a
• You have advantage on saving throws against melee weapon attack, you can reroll the
spells cast by creatures within 15 feet of you. weapon’s damage dice and use the new total.
• Addition: The critical hit range of your
M AR TIAL A DEPT weapon attacks increases by 1.
CHAPTER 3: FEATS
10
S PELL S NIPER B UFFED XGE F EATS
Prerequisite: The ability to cast at least one spell
D RAGON H IDE
• Addition: Increase an ability score you use for Prerequisite: Dragonborn
spellcasting by 1, to a maximum of 20.
• When you cast a spell that requires you to • Increase your Strength, Constitution, or
make an attack roll, the spell’s range is Charisma score by 1, to a maximum of 20.
quadrupled. • Your scales harden. While you aren’t wearing
• Your ranged spell attacks ignore half cover armor, you can calculate your AC as 15 + your
and three-quarters cover. Dexterity or Constitution modifier (max 2).
• You learn one cantrip that requires an attack You can use a shield and still gain this benefit.
roll. Choose the cantrip from the artificer, • You grow retractable claws from the tips of
bard, cleric, druid, sorcerer, warlock, or wizard your fingers. Extending or retracting the claws
spell list. Your spellcasting ability for this requires no action. The claws are natural
cantrip depends on the spell list you chose weapons, which you can use to make
from: Charisma for bard, sorcerer, or warlock; unarmed strikes. If you hit with them, you
Wisdom for cleric or druid; or Intelligence for deal slashing damage equal to 1d6 + your
artificer or wizard. Strength modifier, instead of the normal
bludgeoning damage for an unarmed strike.
T AVERN B RAWLER
D WARVEN F OR TITUDE
• Increase your Strength or Constitution score
by 1, to a maximum of 20. Prerequisite: Dwarf
• You are proficient with improvised weapons. • Increase your Constitution score by 1, to a
• Your unarmed strike uses a d4 for damage. maximum of 20.
• When you hit a creature with an unarmed • Whenever you take the Dodge action in
strike or an improvised weapon on your turn, combat, you can spend one Hit Die to heal
you can use a bonus action to attempt to yourself. Roll the die, add your Constitution
grapple the target. modifier, and regain a number of hit points
• Addition: You can use any object that weighs equal to the total (minimum of 1).
less than your carrying capacity and is up to • Addition: You can Dodge as a bonus action.
one size larger than you as an improvised You can use this bonus action only if you
weapon. haven’t moved during this turn, and after you
• Addition: Your improvised weapons use a 1d6 use the bonus action your speed is 0 until the
for damage, or 1d8 if they are wielded with two end of the current turn.
hands, and can have any of the following
properties at the DM’s discretion: finesse,
heavy, light, reach, two-handed.
O RCISH F URY
Prerequisite: Half-orc
W EAPON M ASTER • Increase your Strength or Constitution score
• Increase your Strength or Dexterity score by 1, by 1, to a maximum of 20.
to a maximum of 20. Change: The 2 other benefits are replaced with:
• You gain proficiency with all simple and • The critical hit range of your weapon attacks
martial weapons, and with Sleight of Hand. increases by 1.
• Addition: You can freely draw a new weapon
as part of any weapon attack. P RODIGY
• Addition: Attacking at long range doesn’t
impose disadvantage on your ranged attack Prerequisite: Half-elf, half-orc, or human
rolls with weapons that have the thrown • You gain one skill proficiency of your choice,
property. two tool proficiencies of your choice, and
• Addition: You can throw melee weapons that fluency in one language of your choice.
aren’t heavy as if they have the thrown (range • Choose one skill in which you have proficiency.
10/20) property. You gain expertise with that skill, which
means your proficiency bonus is doubled for
any ability check you make with it.
• Addition: You ignore attribute score
requirements, such as for feats, armor and
multiclassing.
CHAPTER 3: FEATS
11
• Addition: You can complete downtime
activities (and similar activities that would
take a workday or more) in half as much time.
F IGHTING I NITIATE
Prerequisite: none
• Addition: Increase your Strength or Dexterity
by 1, to a maximum of 20.
• Addition: You gain proficiency with one
martial weapon.
• You learn one Fighting Style option of your
choice from the fighter class. If you already
have a style, you must choose a different one.
P IERCER
• Increase your Strength or Dexterity by 1, to a
maximum of 20.
Change: The 2 other benefits are replaced with:
• When making an attack that deals piercing
P OISONER
• Addition: Increase your Dexterity or
Intelligence by 1, to a maximum of 20.
The rest of the feat remains unchanged.
CHAPTER 3: FEATS
12
C HAPTER 4: M AGIC I TEMS
The Magic Item Tables in the DMG are would take to craft the item. The item is
organized by rarity and whether they are minor destroyed in the process. It does not require any
or major items. Tables A-E have minor items, gold to disenchant a magic item. If a magic item
and Tables F-I have major items. The items in has a limited number of charges and cannot be
each table have the same rarity. recharged, the number of flux pieces created
Common Items. Table A lacks the new common from disenchanting it is reduced proportionally.
items added in XGE. For rolls of 1-52 in Table A, Flux cannot be used to craft potions or scrolls,
use the corresponding item in the “Minor Items, nor can they be disenchanted.
Common” table on p.140 of XGE.
Minor Items. Minor items (usually consumable)
cost a quarter what a major item of the same
U PGRADING M AGIC
rarity costs, instead of half. This applies to both W EAPONS & A RMOR
the crafting and purchase costs, and is Magic weapons, shields and armor with +0, +1
incorporated into the “Crafting Magic Items” or +2 bonuses can be upgraded by +1. To do so,
table below. it requires the same crafting costs as it would
take to craft either the original item or a basic
C RAFTING M AGIC I TEMS magic item with the new bonus, whichever is
higher. The resulting item will keep any effects
If your setting includes the ability to craft magic the original item had, with a +1 higher bonus
items, or transform them into different items (up to +3).
(e.g. the Forge of Spells in ”Lost Mines of The rarity of the combined magic item equals
Phandalin”), consider using flux as a crafting whichever of the two items had higher rarity,
material. and it can be disenchanted the same as any
The Crafting Magic Items table presented here item of that rarity.
expands the rules outlined on p.129 of XGE,
and uses flux as a crafting and disenchanting
material. Rather than requiring exotic
ingredients invented by the DM, flux can be
used instead.
Description of flux. Flux is made of a jagged,
shimmering crystal material that slowly changes
color over time. It is considered magical, and
emanates turbulent magical energy. One piece of
flux can fit in the palm of a human hand, and
weights 1 lb. By default, flux is too unreliable to
be part of the larger economy (such as buying or
selling it).
D ISENCHANTING
To disenchant a magic item, it takes half the
time it would take to craft the item, and results
in the creation of half as many flux pieces as it
I
NSPIRATION , AS WRITTEN , CAN OFTEN FEEL Marking Characteristics. When a characteristic
“tacked on”, a system that is either is called on for Inspiration, put a mark next to it.
underused or even entirely forgotten It cannot be called on again until it is renewed.
about during play. It was 5e’s attempt to A maximum of three characteristics can be
incorporate roleplaying mechanics into the game, marked at any given time.
and while a good first-step, suffers from two
main problems: R ENEWING I NSPIRATION
• ambiguity over when to receive it, and You can renew one of your character’s
• rarely powerful enough to be worth effort. characteristics in the following ways:
The rules presented here aim to address both Recap. Summarize the events of the previous
issues, while still keeping the system simple. session at the start of a gaming session. Only
The uses of Inspiration are expanded, and one player can do this per session.
regaining Inspiration is changed from being a Temptation. If any player (including you, or the
single point earned for “roleplaying” into DM) notices a situation where a characteristic of
something tied to each personal characteristic: your PC might make the situation more
the personality traits, bonds, ideals, and flaws complicated, they can propose a temptation. If
on the character sheet, chosen during character you accept the temptation, you must roleplay
creation as part of their background. the characteristic in a way that complicates the
situation. In exchange, you can renew any one
of your characteristics.
B ENEFITS OF If you propose a temptation for your own
I NSPIRATION character, it’s up to the DM whether to accept or
refuse it. Examples of complications include
Inspiration can be used to gain one of the insulting an NPC, stealing something, or letting
following benefits: your curiosity, pride or honor get the best of
Your roll. Roll an additional d20 on any roll you you.
make. You can use this ability after the original At Death’s Door. Whenever you fail a saving
roll, but before the outcome is revealed. throw to end being incapacitated or unconscious
Your enemy’s roll. After an enemy rolls a saving (for example, being stunned or at 0 hit points),
throw against an effect you made, roll a d20 and you can describe a past experience “flashing
choose whether the enemy uses their roll or before your eyes”. It should be something the
yours. group doesn’t already know, such as a moment
from your backstory, and be related to the
Flashback. Have a “flashback” to something in
characteristic you wish to renew.
the past where you did something small, such as
Growth. If your character grows or changes
buying a healing potion or other gear, learning
through the course of play, at the end of the
information, or casting a ritual spell.
session you can change or replace a relevant
characteristic to reflect the change. Doing so
U SING I NSPIRATION renews that characteristic. This type of renewal
will likely occur less often than the other types.
To use Inspiration, you call on one of your five
If you are using the XP rules in Chapter 6, it can
personal characteristics. The characteristic
occur alongside a character gaining Hard or
should be relevant to the current situation,
Deadly XP.
ideally motivating the action the character is
taking at the time.
Finding the line in the sand
It’s up to you how connected your chosen
Character growth won’t happen every session, but when it
characteristic is to the scene – the DM can’t happens it can be a tonne of fun. For example, a character
deny you your use of Inspiration. That said, might have the ideal, "Honor above all else", but during the
players should be encouraged to portray session have to sacrifice their honor in order to save their
something about their character, whether it’s a friend. Clearly honor wasn’t above all else! Pushing
characters to their limit is a great skill for DM’s to practice,
silly one-liner, yelling something dramatic, or and can be very rewarding. How the player updates their
revealing something about their character’s character’s ideal to reflect the change is how the character
backstory or feelings. grows, and the rules in this chapter and Chapter 6 reward
You can only use Inspiration once per round them for that growth.
or skill challenge.
CHAPTER 5: INSPIRATION
14
C HAPTER 6: G AINING E XPERIENCE
I
NSTEAD OF GAINING XP FROM encounters Hard. The characteristic is resolved or changed
and killing monsters, XP is awarded in a dramatic way. This might involve a personal
for acting on personal characteristics and goal or bond being accomplished (or failing), or
completing goals. The system described the characteristic significantly and permanently
in this chapter replaces all other sources of XP. changing, representing character growth.
Alternatively, a character might gain a new
characteristic in a dramatic way, in which case a
P ERSONAL characteristic that is no longer relevant can be
C HARACTERISTICS replaced with the new one. A characteristic
gained in this way cannot change or be removed
Personal characteristics are the personality between sessions until it earns the character XP
traits, bonds, ideals and flaws that each at least once more.
character has, located in the top right of their Deadly. Because of the characteristic, the
character sheet. Using these rules, the character attempted to achieve something larger
characteristics are a way for players to tell the than any individual agenda. They did so for
group what they are interested in, and would more than personal gain, and either gravely
like to be rewarded for in the game. risked their life or sacrificed something to do it.
Succeed or fail, one characteristic changes as a
W RITING C HARACTERISTICS result (for example, because they had a
revelation, or became scarred).
Each player character can have up to five
characteristics: one personality trait, one bond,
Equivalent Encounter Experience
one ideal, one flaw, and a fifth characteristic of
any type. These characteristics can be selected Average Party Level Easy Medium Hard Deadly
from the usual tables during character creation, 1st 25 50 75 100
2nd 50 100 150 200
but should be customized as the characters
3rd 75 150 225 400
change during play. Any number of
4th 125 250 375 500
characteristics can be changed between 5th 250 500 750 1,100
sessions, to better reflect the character. 6th 300 600 900 1,400
You should be able to imagine at least one way 7th 350 750 1,100 1,700
in which each of your characteristics might 8th 450 900 1,400 2,100
come up in play. If you can’t, rewrite the 9th 550 1,100 1,600 2,400
characteristic until you can. 10th 600 1,200 1,900 2,800
11th 800 1,600 2,400 3,600
12th 1,000 2,000 3,000 4,500
E ARNING XP 13th
14th
1,100
1,250
2,200
2,500
3,400
3,800
5,100
5,700
At the end of each session, the group discusses 15th 1,400 2,800 4,300 6,400
the characteristics of each character, and 16th 1,600 3,200 4,800 7,200
chooses up to one characteristic per character 17th 2,000 3,900 5,900 8,800
that earned the most XP during play, using the 18th 2,100 4,200 6,300 9,500
following guidelines (the DM has the final say). 19th 2,400 4,900 7,300 10,900
The amount of XP earned is based on the party’s 20th 2,800 5,700 8,500 12,700
average level, and equals 2 times the XP listed in
the Equivalent Encounter Experience table,
corresponding to one of the four difficulties T HE P AR TY G OAL
described below. The party has one party goal at a time, decided
Easy. The player acted on or roleplayed the as a group at the start of each session. Some
characteristic in a genuine, interesting, or goals may take multiple sessions to complete.
entertaining manner. The party goal might be a quest given to them by
Medium. The characteristic caused the character an NPC, or a goal they’ve given themselves.
to change the decisions or actions of other Whatever it is, it’s something that the party is
creatures. Examples include speeches, strong working towards as a group.
leadership, or desperate decisions causing other Working towards the Party Goal. If the party
creatures to change their worldview, works towards the party goal but does not
relationships, or desire to fight. complete it by the end of the session, all
P REMADE A DVENTURES
In premade adventures where the leveling speed
is defined by the adventure, any column to the
right of Default will increase the difficulty.
W
HILE THE DEFAULT R ENOWN SYSTEM
contains good ideas, the rewards
G AINING R ENOWN
for the ranks are often too vague, too Whenever you complete a quest, a
niche, or just generally unsatisfying. It dungeon-delve, or some other significant
also requires a lot of work to create ranks and encounter, the DM will consider the
rewards for non-default factions or communities. ramifications of your actions on the affected
These rules aim to make renown simpler and factions and communities, and choose how your
more meaningful. renown is affected based on the examples below:
• If the faction or community appreciates (or
disapproves of) your actions, gain (or lose) 1
T RACKING R ENOWN Renown with them.
Renown is tracked separately for each faction • If your actions directly saved (or hurt) a
(such as the Harpers) or community (such as a member or small group of the faction or
town or kingdom), and ranges from -5 to +5. community (such as their life or livelihood),
Renown starts at 0. Renown can only go up or gain (lose) 2 Renown instead.
down if news of your actions could have • If your actions directly saved (or hurt) a
reasonably been heard and believed by a significant portion of the faction or community,
significant portion of the faction or community, or significantly progresses (or damages) the
at the DM’s discretion. If in doubt, assume that agenda of the faction, gain (lose) 3 Renown
it takes a week for news to spread, and that true instead.
news is always believed. If both a positive and negative outcome occur,
add both numbers together and change your
B ENEFITS OF R ENOWN Renown by the net result.
Maintaining Renown
O VERLAPPING A LLEGIANCES Size Gold Spent (or Earned)
If the people you are speaking with are members Gang or Village 2× Renown × character level
of multiple communities or factions that you Town or Clan 4× Renown × character level
Faction 6× Renown × character level
have Renown with, the DM determines the one
City 8× Renown × character level
that is most relevant to the current conversation,
Kingdom 10 × Renown × character level
and only that Renown modifier applies for that
conversation.
CHAPTER 8: RENOWN
18
C HAPTER 9: R ULING L AND
C
HARACTERS THAT REACH TIER 3 ( LEVEL
11) are described as masters of the
M ANAGING L AND
realm. The rules in this chapter support Every month, each ruler chooses to either make
that idea, providing a simple system for money from, or expand, their territory.
gaining, managing and growing a parcel of land. Make Money. You make enough to cover all your
maintenance costs (see DMG p.127). Then roll a
Wisdom or Intelligence check. If you roll 15 or
G AINING L AND higher, you gain 100 gp for each hex in your
Parcels of land are broken up into hexes (usually territory that isn’t desert, arctic or mountains.
5-6 miles across), each with a dominant Towns earn you 5 times as much, and cities
environment. There are two ways to gain control earn you 20 times as much. If you roll 5 or
of your first parcel of land: lower, you lose half that much money instead.
Expand. If you control a castle, pick a hex you
B UILD ON U NCLAIMED L AND don’t control that’s touching your territory. The
hex can’t be controlled by your liege, but it can
In most settings, all land is already within a
be controlled by your vassals. You can only pick
kingdom or empire, but there can be exceptions,
a city if you control all surrounding hexes. Roll a
such as mountainous, arctic and desert hexes.
DC 15 Strength or Dexterity check. If the hex
Water hexes usually cannot be claimed except by
contains a fort or castle, roll with disadvantage.
water-breathing races.
If you succeed, you gain control of the hex. If
Building an outpost or fort in unclaimed land
you fail, you cannot attempt to capture it again
is enough for you to control that hex, and you
the following month.
won’t owe loyalty to a liege. The costs for
After doing one of the above, do the following:
building such a stronghold can be found on
1. Check for Discontent or Disease. If your
p.128 of the DMG. Construction in a hostile
territory is 5 or more hexes, randomly select a
environment far from supplies costs twice the
non-capital hex. Roll a DC 10 Charisma or
listed price. If you wish to grow your territory
Constitution check. If you fail, you lose control
beyond one hex, a castle is required. An outpost
of the hex, and it becomes unclaimed.
or fort can be upgraded to a castle for the
2. Check for Independence. If a vassal’s
difference in cost.
domain is more than half their liege’s total
domain, and their capital is a city if their liege’s
B E G RANTED L AND is a city, they become an independent ruler.
Anyone who controls 5 or more hexes may be 3. Collect Taxes. Each of your direct vassals
willing to grant you one hex of land (though pays you 100 gp for each hex in their domain.
never their capital - the largest town or city in 4. Pay Taxes. Pay your liege 100 gp for each hex
their territory). The person who grants you the in your domain.
land will become your liege, and require your
vassalage. By default, the cost of acquiring your Other Special Buildings
first hex is 25,000 gp, or completing a quest that These rules include benefits for controlling forts, castles,
the DM deems of equivalent worth. Building a and noble estates. Depending on your campaign, other
stronghold is not required, though maintaining a buildings like guildhalls, temples, trading posts, and palaces
might warrant similar benefits, unlocking options or
noble estate in your territory will earn you
providing advantages. The strength of the benefits should
nobility within the highest-level domain your scale with construction and maintenance costs.
land is within (e.g. the kingdom). If you ever
become unlanded, you lose this nobility.
Renown
Territories and Domains If you are using the Renown rules in Chapter 8:
A ruler’s territory are the hexes they directly control. A • A ruler will only grant you land if your Renown across
ruler’s domain also includes any hexes in their vassals’ their domain is at least 2.
domains. Rulers can only grant someone control of hexes • If the specific hex you are granted contains a township
inside their territory. who don’t personally know you, your relationship with
Domains can also have councils, varying by culture and that town starts at -2.
race. A domain’s council might be the ruler, their direct • Instead of making money or expanding, you can choose
vassals, a military commander, and two advisors (usually a to increase your Renown in your domain by 1.
mage and a priest).
T
HIS CHAPTER PROVIDES SOME SIMPLE that used to take a minute or less instead take
rules for exploring dungeons, caves, and 10 minutes, and 10-minute tasks instead take
other dangerous locations where the 100 minutes.
group wants to track events in terms of
minutes, instead of seconds (like combat) or
hours (like overland travel).
WANDERING
The goal of these rules is to provide the party
with interesting choices. Namely, balancing how
I NHABITANTS
Whenever the party enters a dungeon, the DM
much time they spend in the dungeon (and risk
secretly chooses an option from the table below.
running into its inhabitants) against their desire
Whenever the party has spent the listed amount
to move cautiously and explore.
of time in the dungeon (including during short
and long rests), the DM rolls a d6. On a 6, a
T RACKING T IME random encounter with inhabitants of the
When the party is inside a dungeon, time is dungeon occurs.
tracked in 10 minute increments. Examples of Reaction rolls. Optionally the DM can use the
10 minute activities are listed below. Activities reaction rules described in Chapter 11 to
not listed take either: determine how the creatures react.
• approximately 10 minutes,
Changing the frequency. Sometimes the
• a minute or less and don’t need to be tracked,
situation inside the dungeon will change enough
• or a longer amount rounded to the nearest 10
that a different option in the table below
minutes, such as short rests. becomes more appropriate. If this happens, the
DM can select a different option, but only at the
10 M INUTE A CTIVITIES end of a short or long rest.
• Casting a ritual spell
• Picking a lock or disarming a trap When to Roll for Wandering Inhabitants
• Making something or operating a complex The party is in... Roll a d6 every...
device An alerted dungeon with organized 10 minutes
• Searching a room carefully defenders
• Having an extended conversation with An unalert dungeon with organized 20 minutes
inhabitants defenders
• Getting into a fight (and the aftermath, such A dungeon with no organized or active 30 minutes
as looting) defense
• Moving between rooms cautiously A dungeon with very few mobile 40 minutes
inhabitants
Moving between rooms. When the party doesn’t An abandoned or disused nook in a 1 hour
move cautiously between rooms, they trigger any dungeon
traps between rooms, and any creatures in the A hidden area or concealed chamber Never
upcoming room hear them coming. If the party unknown to the natives of the dungeon
does move cautiously, they automatically spot
any traps, and will hear unalerted creatures
first.
Light. Barring exceptional circumstances or a
low-resource campaign, the duration of light
sources are not worth tracking.
T AKING 10 AND 20
Taking 10 (that is, Passive Checks, PHB p.175)
usually won’t noticeably affect how long a task
takes. For example, searching a room carefully
for 10 minutes is already well suited to a passive
check. Conversely, disarming a trap cannot be
done “passively”, due to the danger of making a
mistake.
Taking 20 (DMG p.237) requires spending
roughly 10 times as much time on a task. Tasks
E
XPLORATION IS ONE OF 5 E ’ S THREE a permanent and maintained treehouse, or a
pillars of play. This chapter collects secure room safe from the weather and
and streamlines all of 5e’s wilderness wandering monsters.
and travel rules into a cohesive and fun If you have no remaining Hit Dice, you instead
system. The design goals of the system are: gain a level of exhaustion. While there are ways
The wild is dangerous, but profitable. The wild to mitigate it, Hit Dice and exhaustion are the
should pose a serious risk. This risk also makes main time-tracking mechanisms, incentivizing
the wild profitable, as few people are willing to the party to spend as little as possible time
face its challenges to garner its rewards. between safe locations.
Player choice. Players should have meaningful
choices to make each time they travel. If the Recovering from exhaustion
players repeat the same choices every time, then These rules increase the frequency of gaining exhaustion,
the choices either aren’t real or aren’t fun. and make it harder to recover from. As a counterweight,
Minimal prep work. The DM already has a high use the following rule: If you live a wealthy lifestyle or
higher for the duration of a long rest (costing at least 4 gp
workload preparing and running the rest of the per day), you recover one additional level of exhaustion.
game. The exploration pillar provides an
opportunity for content to be generated on the
fly. This also lets the DM join the players in
discovering what they encounter.
Minimal book-keeping. Time and resources
T RAVEL P ROCEDURE
Each day the party travels through a region,
should only be tracked if they have meaningful
perform the following steps:
and interesting narrative consequences.
Step 1. The players choose the hexes they want
More than just combat. Non-combat encounters
to travel through within 8 hours, or alternatively
should occur just as often as combat, and the
have at least one PC search for a known location
party should often be able to approach them in
or creature and let the DM choose the hexes
creative ways if they wish.
based on whether the search succeeds or not.
U SING A M AP Step 2. Each PC chooses one of the following
activities to perform while travelling: navigate,
These rules assume that the group is using a search, forage, utilize vehicle, on watch,
map, and that the map can be divided into hexes support, motivate, chronicle, or craft.
(or another shape). Each hex contains one of the Step 3. While the players are choosing their
following environments: activities, the DM rolls on the Random
Environment Types. Roads, Grassland, Coastal, Encounter table and prepares the encounter. If
Desert, Arctic, Underdark, Swamp, Hills, Forest, it’s an Environment Hazard, introduce it after
Mountains, Water, Urban. the players have picked their activities but
Cities. Any location in a city can usually be before the DCs are determined.
reached within one day, but getting lost and Step 4. The PCs resolve their activities, and
completing activities is still possible. The roleplay any scenes they’d like to have.
random encounter table is modified for cities. Step 5. If an encounter was rolled and it wasn’t a
Hazard, the DM introduces it.
T IME Step 6. The players choose whether to do a
Travel is tracked in days and hexes. One set of forced march, and which additional hexes they
rolls is made per day, and a number of hexes will travel through.
will be traversed per day depending on the
environment, the mode of travel, and whether
Hours Per 5-6 Mile Hex
the party pushes themselves.
Environment On Foot Vehicle
Road, Grassland, Coastal, Desert, 2 1
S LEEPING IN THE W ILD Arctic, Underdark
Whenever you sleep in the wilderness, you Swamp, Hills 3 2
cannot benefit from a long rest and you expend Forest, Mountain path 4 3
one Hit Die. This includes sleeping in temporary Mountains 8 6
places like a tent, or squalid conditions like a Water 8 2
cave. Long rests require at least poor conditions: Air N/A 2
safe and comfortable places like a wizard’s tower,
Activity DCs
Environment Navigate Search Forage Utilize Vehicle Ink Potion Poison Protection Weapon
Roads 0 15 10 10 20 20 20 15 15
Grassland 10 15 5 15 15 15 15 15 15
Coastal 0 10 10 20 10 15 10 15 15
Desert 20 15 25 20 20 20 15 20 20
Arctic 20 10 20 20 15 20 20 20 15
Underdark 15 20 15 10 10 15 10 15 20
Swamp 10 10 10 20 10 10 10 15 15
Hills 15 15 10 15 20 15 15 10 10
Forest 15 15 5 25 15 10 10 10 10
Mountains 20 20 20 30 20 20 20 15 15
Mountain path 10 20 20 15 20 20 20 20 20
Water 15 25 15 20 10 10 10 20 20
Urban 15 20 N/A N/A 25 25 25 25 25
In the air 0 N/A N/A 15 N/A N/A N/A N/A N/A
d8 Choose 0 or more to ensure curiosity or drama • The Underdark: see Out of the Abyss
1 They are hunting (or being hunted by) other creature(s) • A city: see Waterdeep Dragon Heist
2 They have unusual intelligence and/or alignment • A post-apocalypse or hellscape: see Descent
3 They are arguing amongst themselves (about what?) into Avernus
4 They are arguing with a second type of creature
5 One or all are spellcasters (divine or arcane?)
6 One or more have met a PC before
7 They would easily beat the party in combat
8 They aren’t what they seem. They might be conjured
by fey or a con artist, doppelgangers, or a dream
d5 During the encounter...
1 one of them runs off with the treasure or a PC’s item
2 the floor caves in and half the party falls into a tomb,
cavern, temple, plant monster, or the creatures’ lair
3 new creature(s) arrive. They might be reinforcements
for either side, or unknown to both sides
4 the creatures threaten to magically raise an alarm or
summon a strange or horrifying threat
5 the area is affected by intense magic, maybe flooding
the area, making gravity weak, spawning portals, or
shifting to a neighbouring plane
Hex Rewards
d8 Choose one or more that are relevant
1 Individual treasure according to p.136 of the DMG, plus
one art object from p.134 of roughly the same value
2 A charm from p.228 of the DMG or Inspiration
3 1d3 uses of a poison from p.257 of the DMG
4 Mundane armor, gear, a contraption, and/or book • Last updated: March 28, 2023.
5 A pet, mount or vehicle
• If you have feedback, message me at /u/Caesarr.
6 A shortcut, such as a tunnel or portal
7 A magic item from table A (levels 1-3), B (4-6), C (7-10),
• The book’s colorized version can be found here.
D (11-15), or E (16-20) • The book’s print-friendly version can be found here.
8 Renown, either gained or lost depending on how the
encountered creatures were treated