House Rules





After being knocked unconscious by being reduced to 0hp, a character losses their initiative and must reroll when they regain consciousness (handled by API). In addition, they take 1 level of exhaustion.


Instead of the RaW exhaustion rules (PHB pg 291), the following detriments will affect exhausted characters (mostly handled by the API)

  • Attack rolls, saving throws and ability checks take a penalty equal to the level of exhaustion.
  • Speed is reduced by 5ft for each level of exhaustion.
  • HP maximum is reduced by 10% per level of exhaustion.
  • A character dies after reaching 6 levels of exhaustion.


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


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, characters regain 20% of their spell points, rounded up. Hit dice are removed, instead characters regain 20% of there HP back with an 8hr rest. (Rationale: This prevents the all too common situation of “lol I spend all my hit dice, full HP” and then long rest after that).
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 per day.

List of Potions, Flasks, and Vials
Potions and Toxicity

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 number allotted by the spell slot system, you gain a cumulative “spell overload” equal to the spell level being cast. To cast the spell, the spell point cost goes up by your current spell overload, and you must make a CON save DC equal to the total spell points spent for that spell or else take 1 level of exhaustion.

For example, Thaele casts Arcane Gate (at level 6) for the 2nd time. His spell overload becomes 6. He must expend 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, his overload becomes 12. It would cost 9+6+6 = 21 spell points, and must make a DC 21 CON save.
Rationale: this increases player options in spellcasting, but imposes a significant penalty with exhaustion. The CON save is intentionally difficult.

Business, Commerce and Economy rules
Potion making and gathering resources

Making new spells is fun! Feel free to make up your own. 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


  • 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.


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 5 days + 1d4 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). This check is made after the required time and gold is expended.
  • 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 1d4 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
: 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 from 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. (This makes it more desireable for large summons instead of tons and tons of little shitters.)

Dump Stat Incentives

Rationale: The following definitions can be used to apply extra benefits for the usual “dump stats” for classes, especially spellcasters. 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 * caster level) to their spell points pool.
Half casters: add (TERTIARY MOD * (caster level / 2)) to their spell points pool.
1/3 casters: add (TERTIARY MOD * (caster level / 3)) 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.


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


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


Gain additional rages equal to WIS mod/2 (round down)
Increase Rage damage by CHA mod


Champion: your improved critical range is increased by CHA mod/2 (round down)
Battlemaster: Gain a number of superiority dice equal to INT mod.

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


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


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


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


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

Add WIS mod to bardic inspiration rolls.


Spellcasting mod: INT
Secondary mod: WIS
Tertiary mod: CHA
Spell Damage mod: STR
Increase sneak attack dice size by STR mod (STR mod = 1 → sneak attack dice = d7)
Add WIS mod to Stealth checks


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

Add CHA mod to initiative bonus.


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


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

House Rules

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