House Rules

Casting spells of level 6 or higher (spell point system)

Instead of restricting level 6+ spells to a single casting per long rest, each additional casting costs more spell points and risks exhaustion.
When you cast a level 6+ spell beyond the first per long rest, the spell point cost goes up by the spell level each additional time you cast it, and you must make a CON save equal to the total spell points spent for that spell or else take one level of exhaustion.

For example, Thaele casts Arcane Gate for the 2nd time. He expends 9+6 = 15 spell points, and must make a DC 15 CON save or take 1 level of exhaustion. If he wants to cast a level 6 spell for a 3rd time, it costs 9+6+6 = 21 spell points, and must make a DC 21 CON save.

Business, Commerce and Economy rules

Making new spells is fun! New Spells
Sometimes, spells are stupid and need to be modified slightly: Spell Modifications

As an addition to the 5e skill system, characters can specialize in Skill Badges

LEARNING SPELLS (AS A WIZARD)

  • To learn a new wizard spell, you must make an Arcana check in addition to providing the necessary gp and time requirements. This Arcana check is DC 10+(2*spell level), and you have advantage on this check if it falls within your school of magic.
  • With a success, you learn the spell as normal. With a success of +10 over the DC, you learn the spell in half the usual time.
  • A failed check means you do not learn the spell, and you must repeat the time to learn again, but no additional gold cost. with each fail, a character earns a cumulative +2 bonus for their next attempt on the same spell.

RESEARCHING SPELLS (AS A WIZARD)

Here are the guidelines for researching new and custom spells that might otherwise not exist in the world:

  • As an obvious prerequisite, you must be able to cast the spell in order to research and create it.
  • In order to develop the spell, it takes 1 week + 2 days per spell level
  • Researching a new spell is tricky, and requires 3x the normal amount of gold as learning a spell, 150g per spell level. Schools of magic do not reduce this cost or the time required.
  • Successfully researching the spell requires an arcana check of DC 14 +(2*spell level)
  • A failed check at the end of the time frame results in wasted gold and time. At any time in the future (so long as the character can remember the details of their previous attempts) they can repeat the process for half the gold cost, 75gp per level, and only 2 days per spell level. However, you do NOT get a cumulative bonus as you get with learning new spells.

Custom Feat Master Ritualist: You learn two cantrips from one class of your choice. In addition,you can learn other classes ritual spells and cast them as a ritual only. To learn the ritual from another class, you must spend 3 days (at least 8 hours a day) training with someone who knows that class and has the spell prepared each day, and expend 75 gold per spell level in materials such as rare inks, incense,etc.

Amanuensis Cantrip, casting time 1 minute, range 30 feet. Copy a set of NON-MAGICAL text, a scene, pictures, or an image, onto a blank scroll, parchment,or other surface. Copied as if written by a master scribe or artist.

Speak With Dead Gains Ritual Tag, learnable through Ritual Master feat.

Animate Dead Gains (Ritual*) Tag Details not sorted yet.
When cast as a Ritual, animate dead no longer reanimates a humanoid but instead reanimates a small animal, such as a rat, two small birds or mice, or one cup of ants or bees, or similar things.
The creatures are under your command, and you can mentally give them orders as long as you can see them and are within 60 feet of them, as part of your action. If you give them orders they will follow them to the best of their abilities, such as “guard this place” or “find me when someone enters this room” Time spent animated/under control is TBD.
Potential Mechanical Benefits from undead critters:
Potential mechanical benefits
*Bees
: You reanimate a swarm of bees or wasps measuring no more than 1 cup. The bees can be ordered to attack a creature, dealing d8 necrotic damage. The target must make a con saving throw to avoid being poisoned.
Mice: The mice can work tirelessly to chew through organic matter such as wood, cloth, and rope. They can chew through X amount of matter over Y amount of time.
Birds: Small birds can have their insides filled with things such as alchemists fire, acid, or poison, can fly to a target and detonate upon landing on said target.
Rat: A rat can infect food and drink with disease, causing anyone who consumes the infected material to be forced to make a con save against ratbite fever or become poisoned. The target then makes one saving throw at the end of each day, and remains poisoned until it saves or is cured through other means.
These are examples and not a strict list of the only possible uses.

Level 2 spell: Automate Object.
Range:Touch Casting Time: 1 Action V,S,M Materials: Silver dust worth at least 50 gold. Duration: Until dispelled.
You animate a single object to perform a harmless task related to its design.
Brooms can sweep floors, bellows will puff, measuring tapes can unfurl and re-curl as needed, a rack+whetstone combo could sharpen blades, etc.
You may choose a command word at the time of casting; Speak this word, followed by some basic instructions, such as ‘sweep this corner,’ ‘chop the grass between these four posts’ etc.
An item under this spell cannot function well in combat. Whenever the object takes damage, there is a 50% chance that this enchantment will be dispelled.

Multiple bards using song of rest

Each bard beyond the first takes a cumulative -2 from their song of rest dice. So two bards would be d6+d6-2. Three bards would be d6+d6-2+d6-4. Minimum 0 for each bard.

Wizard class modifications:

In conjuration school, change DURABLE SUMMONS to:
Any creature summoned with a conjuration spell has 30% of their max HP as temp HP, round up.

Spellcasting modifiers

The following definitions can be used to apply extra benefits for the usual off or “dump stats” for spell casting classes. In ALL cases, the minimum effect is +0 i.e. a character does not take a penalty for having a negative ability mod.

SPELLCASTING MODIFIER: modifier as in RAW. Used to determine spell save DC and spell attack modifiers.
SECONDARY MODIFIER: this modifier increases the number of spells prepared or spells known to a caster. It also represents the size of a “sideboard” or “bench” of spells i.e. this mod is the number of spells that a character can “re-prepare” by spending only 1 minute, and not requiring a full rest.
TERTIARY MODIFIER: this modifier increases the maximum number of spell points (or spell slots) for a character.
PB = Proficiency Bonus
Full casters: add (TERTIARY MOD * PB) to their spell points pool.
Half casters: add (TERTIARY MOD * (PB-1)) to their spell points pool.
1/3 casters: add (TERTIARY MOD * (PB-2)) to their spell points pool.

Secondary and Tertiary modifiers might also be used to increase certain aspects of spells, on a spell-by-spell basis. For example, the secondary mod might be used to increase a spell’s duration, or the number of creatures it can target. The tertiary mod could be used to increase the range, distance traveled, or the area of effect for a spell. These are only ideas, and the exact effect is to be handled for each individual spell.

SPELL DAMAGE MODIFIER: This modifier can be added to all spell’s damage rolls unless otherwise noted. This mod might also be used for the distance a spell can push something. For all casters, this modifier is STRENGTH unless otherwise noted for that class.

SORCERER

Spellcasting mod: CHA
Secondary mod: INT
Tertiary mod: WIS
Spell Damage mod: STR

MONK

Add STR mod to damage rolls
Add INT mod to
Gain extra ki points equal to their CHA mod.

BARBARIAN

Gain additional rages equal to WIS mod OP?

FIGHTER

Gain a number of superiority dice equal to INT mod.

CLERIC

Spellcasting mod: WIS
Secondary mod: INT
Tertiary mod: CHA
Spell Damage mod: STR

DRUID

Spellcasting mod: WIS
Secondary mod: CHA
Tertiary mod: INT
Spell Damage mod: NONE
Add (STR mod)/2 to your number of wild shapes per rest.

WIZARD

Spellcasting mod: INT
Secondary mod: WIS
Tertiary mod: CHA
Spell Damage mod: STR
Add STR mod to spell damage rolls.

BARD

Spellcasting mod: CHA
Secondary mod: INT
Tertiary mod: WIS
Spell Damage mod: STR

ALTERNATE TERTIARY:
Add WIS mod to bardic inspiration rolls.

ROGUE

Spellcasting mod: INT
Secondary mod: WIS
Tertiary mod: CHA
Spell Damage mod: STR

ALTERNATE TERTIARY
Add WIS mod to Stealth checks

RANGER

Spellcasting mod: WIS
Secondary mod: INT
Tertiary mod: CHA
Spell Damage mod: STR

ALTERNATE TERITARY
Add CHA mod to initiative bonus.

PALADIN

Spellcasting mod: CHA
Secondary mod: INT
Tertiary mod: WIS
Spell Damage mod: STR

WARLOCK

Spellcasting mod: CHA
Secondary mod: INT
Tertiary mod: WIS
Spell Damage mod: STR

LEVEL ADVANCEMENT

When taking a stat increase, you may increase +3 total if you don’t increase either of your two highest scores

Unconsciousness

On being reduced after being knocked unconscious by being reduced to 0hp, a character losses their initiative and must reroll it at the start of the next round. In addition, they take 1 level of exhaustion.

SLOW RESTING

Instead of the normal short rest/long rest system, PCs can recover their resources with a single type of rest, that lasts for 8hrs just like a traditional long rest.
At the end of this rest, many things happen. Characters regain 20% of their spell points, rounded up. Likewise, hitdice are done away with, characters regain 20% of there HP back with an 8hr rest.
In order to regain features that recharge on an old “long rest”, a character must complete 5 consecutive days of rest with little activity. A single small skirmish or light traveling is allowed, but activities may disrupt this 5 day rest at DMs discretion.

Magic items that regain charges should be reduced to match this slow resting. Usually by dividing charges regained by 5, or by simply regaining 1 charge.

House Rules

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