Home brew or house rules for my 5e games
A Player Character (PC), or adventurer, has six main abilities
- STRength - Athletics
- DEXterity - Acrobatics, Sleight of Hand, Stealth
- CONstitution - Endurance
- INTelligence - History, Investigation
- WISdom - Perception, Insight
- CHArisma - Deception, Intimidation, Persuasion
Each has an ability modifier (MOD) to alter dice rolls
When you attempt something risky, roll a d20⬡ and add an ability modifier trying to meet or exceed a target
d20⬡+MOD≥TARGET
where MOD is STR, DEX, etcAttack Rolls: Rolls to cause harm, target an Armor Class (AC)
Saving Throws: Rolls to resist, target a Difficulty Class (DC)
Ability Checks: Other tasks, target a DC or a contested roll
Commons DCs: 10=Easy, 15=Medium, 20=Hard, 25=Very HardWhen a PC is proficient at a task add a proficiency bonus to rolls. It may be a static bonus (
d20⬡ +2 +MOD
) or a die roll (d20⬡ +d4△ +MOD
)Some situations help or hurt your chances.
ADVantage: use the best of2 d20⬡
rolls.
DISadvantage: use the worst of2 d20⬡
rolls.
ADV and DIS do not stack and cancel each other out.
Create a PC by assigning the following modifiers to the abilities of your choice: +3, +2, +2, +1, 0, -1
Choose 1 ability the PC will usually be proficient in
Fighter
Hit Points: 10+CON
Armor Class: 16 (Chain mail) DIS on stealth
Attack Range to Hit Damage Greataxe 5’ d20⬡+d4△+STR
d12+STR
*Handaxe 5-20’ d20⬡+d4△+STR
d6+STR
* Reroll damage dice showing 1, 2
Resting: 1hr heald10+CON
, 8hr heal 100%
Cleric
Hit Points: 8+CON
Armor Class: 18 (Chain mail, Shield) DIS on stealth
Attack Range to Hit Damage Mace 5’ d20⬡+d4△+STR
d6+DEX
Sacred Flame 10-120’ d20⬡+d4△+WIS
d8
At will magic: move light objects, create light/sensory effects
Spells (2/day): touch a creature and choose:
- Cure Wounds: heal
d8+3
hit points- Inflict Wounds: deal
3d10
damageResting: 1hr heal
d8+CON
, 8hr heal 100%
Rogue
Hit Points: 8+CON
Armor Class: 11+DEX (Leather armor)
Attack Range to Hit Damage Shortsword 5’ d20⬡+d4△+DEX
d6+DEX
*Shortbow 10-80’ d20⬡+d4△+DEX
d6+DEX
** If sneaky or flanking your damage becomes
2d6+DEX
Expertise: Double proficiency when dealing with locks, traps Resting: 1hr heald8+CON
, 8hr heal 100%
Wizard
Hit Points: 6+CON
Armor Class: 10+DEX (no armor)
Attack Range to Hit Damage Dagger 5-20’ d20⬡+d4△+DEX
d4+DEX
Fire Bolt 10-120’ d20⬡+d4△+INT
d10
At will magic: move light objects, create light/sensory effects
Spells (2/day): force sm group to resist spell (Save DC=10+INT) choose
- Burning
DEX save vs 3d6
- Thunderwave
STR save vs 2d8 push back
Resting: 1hr heal
d8+CON
, 8hr heal 100%