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HOUSE RULES

I have been inspired by a lot of friends of mine in this community and have been posting
tweaks, reworks, buffs etc. in the patch notes channel. I have compiled all of them to links
and references for easier access through one unified docs file. All of the future updates will
be posted and linked in this file. Thanks to everyone who has helped me create these rules
and revisions. To greater adventures together!

-GENERAL RULES-

This is the entirety of the current house rules used in the campaigns run by me. The rules
here are subject to change, removal or addition of new rules could be made. (Spell or ability
specific rules may not be included here as well as some character creation rules.)

Gritty Death Saves


Gritty death saves result in taking a fatal blow, being more impactful. When a character falls
unconscious and starts rolling death saves, any failures gained while downed are stuck to
the character in the following manner. When a character gains one or more failures while
downed the first time that day that character gets up with a one death save. Every
cumulative time a character is downed and fails an additional death save, that save also
remains when healed back up. This effect continues until you have all death saves failed.
Which results in death. Taking a short rest removes one death save per short rest. A revivify
spell, a greater restoration spell or higher power spell returns these saves to its normal state.

Inspiration
Inspiration is an award that might be given to players when they take actions (DMG 240,241)
that make the game exciting, amusing, memorable etc. The way it works is whenever you
gain a point of inspiration you keep it and it stacks to a maximum of 10. You can use these
inspiration points to give a bonus to your rolls results. You can use these points before or
after making the roll, but before any effects are applied. These points can be used on any
roll with a +1 for your rolls, +½ of the bonus for an ally and -¼ reduction to an enemy. Only
when using inspiration on a death save of your ally you may use it as a +1 instead of +½.
These bonuses can also be used to gain a +1 to any ability score by expending 10
inspiration points as you put in the power of those moments to grow in the story, becoming
smarter, wiser or physically more capable etc.

Fading Soul
When a player character is dead and you want to bring them back, if a spell with a casting
time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no
contribution skill checks are allowed. The character casting the spell makes a Rapid
Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC of
this check is 10 + the number of times the target died and came back from the dead.
If the appropriate spell fails (such as Revivify), the materials are consumed, the DC
increases by one, and you must use a higher tier spell that brings back creatures from the
dead (such as Raise Dead).
If a character is dead, and a resurrection is attempted by a spell or spell effect with longer
than a 1 action casting time, a Resurrection Challenge is initiated. Any number of people can
offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to
make a skill check based on their form of contribution, with the DC of the check adjusting to
how helpful/impactful the DM feels the contribution would be. However, trying to contribute
might result in a bonus or a reduction.

After all contributions are completed, the DM then rolls a single, final Resurrection success
check with no modifier. The base DC for the final resurrection check is 10, increasing by 1
for each time the target died and came back from the dead. (signifying the slow erosion of
the soul’s connection to this world). For each successful contribution skill check, this DC is
decreased , whereas each failed contribution skill check increases the DC.

If a target hasn't been able to be brought back by spells such as Revivify and Raise Dead,
those spells cannot be cast again to try to resurrect that target. As that body is too drained to
habit, a soul returning from death and a spell that restores both body and soul at the same
time is necessary.

Revivify(!) < Raise Dead(!) < Reincarnate < Resurrection < True Resurrection
(!) these spells can only be tried once

Epic Stats
Characters have an ability score maximum of 20 by default. It is possible to increase your
stats above your maximum by using twice as many points up to a maximum top limit of 24. If
your score maximum is increased then the scores required goes back to normal and your
excess points are calculated as normal.

Passive Checks
Passive checks represent your ability to absent-mindedly notice something. When
something you are not aware of is going on and the check DC for that is equal to or lower
than your passive score of that ability, that prompts a passive check.
Passive checks are split second checks that are made to see if you are fully aware of the
thing you might have noticed. The DM calls the check and the check is made. If you succeed
to the DC again then you become aware of it, otherwise your character is completely
unaware of anything related to the check until it changes.

Critical Hits
When you score a critical hit, you add up all the damage included in that attack's damage
and double the result as a critical hit. Any effect that says “when you score a critical hit” is
added to the damage after it is calculated.

Massive Damage
When a creature takes damage from a single source equal to or greater than half its hit point
maximum, it suffers from a random massive lingering wound or effect.
Starting from lower level
When a player falls to its greedy character making urges and decides to retire or starts
taking suicidal actions, for this reason there is a level penalty. Penalty is not predetermined
and can be any number of levels. This is more of a warning than a rule but is also a rule.

No Cap Falls
There is no cap for how many dice worth of damage a character will be dealt when it falls.

Magic Items are not Invincible


This is both lore and a rule. Magic items are susceptible to any damage they may
realistically receive just like their unmagical counterparts. Unless the magic item has a trait
that gives it resistance to such effects. Some Legendary items have this trait. Almost all
artifact items are immune to these effects but they all have specific ways to be destroyed
(Although they usually find a way back to be formed again in a couple decades).

Going without a Long Rest


Whenever you end a 48-hour period without finishing a long rest, you must succeed on a DC
13 Constitution saving throw or suffer two levels of exhaustion.
It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 48
hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The
DC resets to 10 when you finish a long rest.

Sleeping or Swimming in Armor


Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or
heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain
only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of
exhaustion, the rest doesn't reduce your exhaustion level. You also do not regain your spell
slots if you have any.
Also medium and heavy armor gives disadvantage on checks made while in water to do
things moving around, additionally if you are wearing heavy armor you will sink at a rate of
60 feet if you cannot stay afloat.

Educated Help
Helping another creature with their skill check in most situations requires proficiency in that
skill or tool. Additional help actions from a proficient character gives a +1 bonus to the check
if the situation allows or is suitable for it.

Learning New Tools


When a character gains proficiency in a tool by means of a feat or downtime training, that
creature might start adding their proficiency bonus, starting from a bonus of +1. Slowly
getting better as you use them and understand more than the basics.

Damage immune condition triggers


Some spells trigger condition-like effects by dealing a certain damage like shocking grasp. In
these cases if the creature is immune to the triggering damage type it might also be
unaffected by the triggering condition.
Spellcraft Check
Spellcraft checks represent the experimental part of spell casting. Arcane casters can
attempt various things that are plausible for the spell to do with a Spellcraft check with their
associated spell casting ability. They can do this by either using higher level castings of
spells or other creative methods, which would make this easier and plausible (such as
multiple casters casting the same spell at the same time). Spellcraft check DCs are fluid,
failing a Spellcraft check results in a Saving throw of the caster’s spellcasting ability. Saving
throw DC equals 13+the spell’s casted level. Failing this saving throw means the
experimentation has gone wrong and the spell fails.

Inventing your own spell


Arcane casters may create their own spells with proper research and time. This spell is
created in their name and may be used across generations making their name immortal in
the magic community. Arcane casters who are proficient in Intelligence (Arcana) checks may
create spells one quarter of their caster level. So a 4th level arcane caster may create a 1st
level spell. The invention may require a suitable quest or expenditure for the appropriate
materials and research. The end product must be on par with other spells of the same level.
The power and level of the spell must be approved by the DM.

Multiclass and Feat Justifications


Whenever a character wants to gain a level or feat, that character will have to justify the
reasoning of that character's acquisition being feasible or plausible. Otherwise the character
cannot gain that feat or new class level. This falls to the player to let me know a couple
levels in advance. So that i might be able to make a situation where the characters can gain
these reasonably.

-CHARACTER CREATION-

Point Buy
Budget increases to 29 and all stats start off at 8. You can drop any stat to 7 and gain a +1
point if you drop a stat to 7 at character creation you cannot raise with other bonuses while
making it. When all bonuses are applied at level 1 and 2 you cannot have any stat above 17.

Moving a single Racial Stat bonus


Some members of certain races may be slightly different than others. For example, a High
elf who is more in touch with the books and pursuit of knowledge than the gracefulness elves
are known for. For these cases you may move one of your stats for any other one but never
exceed +2. Humans variants (those who gain +1 to all stats +6 total) cannot do this.

Backgrounds
You can customize your background by asking to change around some stuff to better suit
your character’s own backstory.
Feat
Characters start off with a single feat.

RACES
Here is the list of races available in Avalon.

Races of Avalon

-FEATS-

Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You
gain the following benefits:
● Increase your Dexterity by 1, to a maximum of 20.
● Attacking at long range doesn't impose disadvantage on your ranged weapon attack
rolls.
● Your ranged weapon attacks ignore half cover and three-quarters cover.

Great Weapon Master


You've learned to put the weight of a weapon to your advantage, letting its momentum
empower your strikes. You gain the following benefits:
● Increase your Strength score by 1, to a maximum of 20.
● Once per turn, when you score a critical hit with a melee weapon or reduce a
creature to 0 hit points with one, you can make one melee weapon attack as part of
the same action.
● When you hit a creature with a Heavy Weapon as part of the Attack Action on your
turn, you can cause the weapon to deal extra damage to the target. The extra
damage equals your Proficiency Bonus, and you can deal it only once per turn.
● You ignore the heavy property of weapons.

Sentinel
When you hit a creature that is one size larger than you with an opportunity attack, the
creature's speed becomes 0 for the rest of the turn.

Fighting Initiate
Prerequisite: Proficiency with a martial weapon or a martial firearm
● Increase your Strength, Constitution, or Dexterity by 1, to a maximum of 20..
● You gain proficiency with two weapons of your choice. Each one must be a simple or
a martial weapon.
● Your martial training has helped you develop a particular style of fighting. As a result,
you learn one Fighting Style option of your choice from the fighter class. If you
already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you
can replace this feat's fighting style with another one from the fighter class that you
don't have.

Weapon Master
Prerequisite: A fighting style
● You gain proficiency with two weapons of your choice. Each one must be a simple or
a martial weapon. Once per short rest, if you are already proficient with these
weapons, you may gain advantage on the attack or the damage roll of these
weapons, you may gain them after you see the roll before the effects are applied.
● Your advanced training in the art of fighting opened your mind to new alternate
techniques. As a result, you learn one Fighting Style option of your choice from the
Alternate fighter class. If you already have a style, the one you choose must be
different.
Whenever you reach a level that grants the Ability Score Improvement feature, you
can replace this feat's fighting style with another one from the fighter class that you
don't have.

Gunner
You have a quick hand and keen eye when employing firearms, granting you the following
benefits:
● Increase your Dexterity score by 1, to a maximum of 20.
● You gain proficiency with four firearms of your choice. Each one must be a simple or
a martial firearm.
● Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged
attack rolls.

Durable
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 from the roll equals twice your Constitution modifier (minimum of 2).
● Once per long rest you can reroll a Constitution or Strength saving throw; you must
use the new roll.

Hell Touched
Your exposure to the hellscape of Neferius or one of its denizens has left a magical mark on
you. You gain the following benefits:
● Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
● You learn the Infernal Claws spell and one 1st-level spell of your choice. The
1st-level spell must be from the evocation or enchantment school of magic. But not
any spell that heals. You can cast each of these spells without expending a spell slot.
Once you cast either of these spells in this way, you can’t cast that spell in this way
again until you finish a long rest. You can also cast these spells using spell slots you
have of the appropriate level. The spells’ spellcasting ability is the ability increased by
this feat.
Quick Shooter
Prerequisite: Proficiency with five martial firearms
Quick hands and even quicker aim. You carry multiple guns on you and each serve a
purpose.
● Increase your Dexterity score by 1, to a maximum of 20.
● You can reload your firearms as a bonus action.
● You can draw and stow a firearm whenever you make an attack with them as long as
you have free hands to hold them. You can draw or stow as many firearms in this
way, in a round, up to your Dexterity modifier (minimum of 1).

Lucky
Super banned. Took the place of reliable talent.

Keen Mind
Banned. Just take notes.

Racial Feats
The lack of racial feats is sad to see. Here are more racial feats to use:

Arctic Magic
Prerequisite: Elf (snow)/ Eladrin(winter)
Attuning to the chill of your ancestry you gain access to some of the deep cold magic, which
manifesting or being learned is seen as a sign of respect among your people. You learn the
Frostbite cantrip. You also learn the Armor of Dulthrívë and Anvefarihm's Binding Ice spells,
each of which you can cast once without expending a spell slot. You regain the ability to cast
these two spells in this way when you finish a long rest. You can also cast these spells using
spell slots you have of the appropriate level. Wisdom or Constitıtion is your spellcasting
ability for all three spells, which you choose when you gain this feat.

Mirage Magic
Prerequisite: Elf (desert)
The most experienced desert elves, who have spent extended periods of time in the desert
and its mirages, can use some of the magic of those sacred sands to be one with it . You
learn the Minor Illusion cantrip. You also learn the Disguise Self and Mirror Image spells,
each of which you can cast once without expending a spell slot. You regain the ability to cast
these two spells in this way when you finish a long rest. You can also cast these spells using
spell slots you have of the appropriate level. Wisdom or Constitıtion is your spellcasting
ability for all three spells, which you choose when you gain this feat.

Reptile Healing
Prerequisite: Lizardfolk / Viashnio
Some lizardfolk can heal at an impressive rate.
● You regain 1 hit point per 10 minutes, and can regrow lost limbs at a rate of 1-2
months. This otherwise functions as fast healing.
● This natural healing results in a -1 on your Natural Armor class. Replacing it with an
easier to regenerate skin.

-6TH ERA AVALON-

Avalon’s 6th Era is a much closer setting to the 1920s-1940s of our own world with some
dieselpunk elements than the classic fantasy of medieval and tolkienesque worlds.

6TH ERA AVALON

Being a Caster in the 6th Era


Because of the world’s view on caster, becoming or studying the arcane arts is extremely
hard. Also the number of devoted people manifesting divine miracles has became extremely
rare, maybe the gods lost their faith in us, maybe we lost ours in them. Following rules apply
to a party with players who wish to play casters:
● The party can only have one full caster.
● The party can only have one divine caster.
Therefore, a party who has a cleric or a divine soul sorcerer fills all the roles by itself.
Multiclassing into such classes is also halted for the time being where the party has a full
caster or a divine caster. Druids, Rangers and Shamans do not count as divine casters for
the purpose of this rule.

-CLASS TWEAKS-

These are the tweaked versions of 5e classes that are available to play in Avalon.

Alternate Fighter
The new alternate fighter is available as a choice for players who wish to play a more
versatile fighter revision. Both versions are still playable. Just like Ranger and Ranger
(Revised). Links are attached.

Faithbanana's Alternate Fighter Tweaks

Alternate_Fighter_v2.0.1.pdf
Alternate_Fighter__Expanded_v2.0.1.pdf

Artificer
Faithbanana's Artificer Tweaks

Cleric
FaithBanana's Cleric Tweaks

Druid
Faithbanana's Druid Tweaks
Monk
Faithbanana's Monk Tweaks

Ranger
Faithbanana's Ranger Tweaks
Faithbanana's Spell-less Ranger Tweaks
Spell-less ranger has a 6th Era specific homebrew subclass called Urban Ranger.

Rogue
Faitbanana's Rogue Tweaks

Sorcerer
FaithBanana's Sorcerer Tweaks

Bard
Fatihbanana's Bard Tweaks

Barbarian
Faithbana's Barbarian Tweaks

Warlock
FaithBanana's Warlock Tweaks

Wizard
Faithbanana's Wizard Tweaks

---HOMEBREW CONTENTS---
Here is some of the homebrew content available to use in Avalon.

HOMEBREW SUBCLASSES
These are the homebrew subclasses that are available for play in Avalon.

ARTIFICER
Arcane Gunsmith Artificer Speciality

Sage Artificier Speciality

Firecracker Artificier Speciality


BARBARIAN
Path of the Gunzerker Barbarian

CLERIC
City Domain Cleric

Dream Domain Cleric

Love Domain Cleric

Peace Domain Cleric

Luck Domain Cleric

Commerce Domain Cleric

Travel Domain Cleric

Blood Domain Cleric

FIGHTER
Pugilist Alternate Fighter Archetype

PALADIN
Oath of Life and Spirit

Oath of Storms

Oath of Radiance

MONK
Way of Gun-Fu Monk Monastic Tradition

RANGER
Urban Ranger Conclave
Faithbanana's Spell-less Ranger Tweaks
ROGUE
Drifter Rogue Archetype

SORCERER
Eldritch Sorcery Sorcerer

WARLOCK
Ghost in a Machine Warlock Patron

The Pact of the Endless Cold

WIZARD
Mechanomancy Wizard Arcane Tradition

Mage Wizard Arcane Tradition

Hemomancy Wizard Arcane Tradition

Umbramancy Wizard Arcane Tradition

HOMEBREW PRESTIGE CLASSES


These are the homebrew prestige classes that are available for play in Avalon.

DEATH KNIGHT
Faithbanana's Death Knight: Prestige Class

Faithbanana's Arcanist: Prestige Class

HOMEBREW SPELLS
When making spellcasting characters I advise taking time to look through these spells. They
are good additions to already existing spells.

Avalon Homebrew Spells

HOMEBREW CLASSES

Faithbanana's Shaman
-SPECIFIC RULES-
Here are some other rule changes that do not affect general play, but do not lessen the need
for a change.

-RELIABLE SKILL CHECKS-

I personally believe that effects that negate the roll of the dice are against the spirit of game.
We buy bags full of dice; it also makes it harder for me to challenge skill checks. With these
in mind these changes are in effect for the following features:

Eloquence
Silver Tongue (Universal Speech): You have gained the ability to make your speech
intelligible to any creature. As a bonus action, choose one or more creatures within 60 feet of
you, up to a number equal to your Charisma modifier (minimum of one creature). The
chosen creatures can magically understand you, regardless of the language you speak, for 1
hour and you have advantage on Charisma checks made to influence them.
Once you use this feature, you can't use it again until you finish a long rest, unless you
expend a spell slot to use it again. (moved from 6th to 3rd level)

Barbarian Indomitable Might


You can double your Strength modifier on any Strength check.

Rogue Reliable Talent


Never Tell Me the Odds: You have inexplicable luck that seems to kick in at just the right
moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a
saving throw, you can spend one luck point to roll an additional d20. You can choose to
spend one of your luck points after you roll the die, but before the outcome is determined.
You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You regain your expended luck points when you finish a long rest.

Rogue Stroke of Luck


At 20th level, your uncanny knack for succeeding knows no equal. If your attack misses a
target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check
or a saving throw, you can choose to succeed instead.
Once you use this feature, you can't use it again until you finish a short or long rest.

Inquisitive Rogue
Ear of Deceit: When you choose this archetype at 3rd level, you develop a talent for picking
out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is
lying, you gain advantage on that roll.
Clockwork Sorcerer Trance of Order
You gain the ability to align your consciousness to the endless calculations of Lawful Planes.
As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against
you can't benefit from advantage, and you cannot suffer from disadvantage.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you
spend 5 sorcery points to use it again.

Stars Druid
Aspect of the Dragon: A constellation of a wise dragon appears on you. You gain advantage
on any Intelligence, Wisdom check and add your Wisdom modifier to Constitution saving
throws to maintain concentration on a spell.

-STATIC SCORE MAGIC ITEMS-

Some items give a set number as stats. I think it's better suited as bonuses then set
numbers.

Amulet of Health
Wondrous item, rare (requires attunement) Major tier 1 lb.
Your Constitution score is increased by +2 while you wear this amulet.

Headband of Intellect
Wondrous item, rare (requires attunement) Major tier
Your Intelligence score is increased by +2 while you wear this headband.

Gauntlets of Ogre Power


Wondrous item, rare (requires attunement) Major tier 1 lb.
Your Strength score is increased by +2 while you wear these gauntlets. To a maximum of 19,
They have no effect on you if your Strength is already 19 or higher without them.

Belt of Hill Giant Strength


Wondrous item, rare (requires attunement) Major tier
While wearing this belt, your Strength is increased by +3. To a maximum of 21, They have
no effect on you if your Strength is already 21 or higher without them.

Belt of Stone Giant Strength


Wondrous item, very rare (requires attunement) Major tier
While wearing this belt, your Strength is increased by +4. To a maximum of 23, They have
no effect on you if your Strength is already 23 or higher without them.

Belt of Frost Giant Strength


Wondrous item, very rare (requires attunement) Major tier
While wearing this belt, your Strength is increased by +4. To a maximum of 23, They have
no effect on you if your Strength is already 23 or higher without them.
Belt of Fire Giant Strength
Wondrous item, very rare (requires attunement) Major tier
While wearing this belt, your Strength is increased by +6. To a maximum of 25, They have
no effect on you if your Strength is already 25 or higher without them.

Belt of Cloud Giant Strength


Wondrous item, legendary (requires attunement) Major tier
While wearing this belt, your Strength is increased by +8. To a maximum of 27, They have
no effect on you if your Strength is already 27 or higher without them.

Belt of Storm Giant Strength


Wondrous item, legendary (requires attunement) Major tier
While wearing this belt, your Strength is increased by +10. To a maximum of 29, They have
no effect on you if your Strength is already 29 or higher without them.

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