Except for what is overridden in this document, the standard 5e24 rules apply. In general, Rules as Intended are far more important than Rules as Written, but the DM is the final arbiter on this. If you feel a ruling by the DM was incorrect, talk to them after the session and we will look into it. Some of these rules are clarifications of instances where RAI and RAW collide, others are extensions to the base rules.
All homebrew rules and content are subject to balance changes and further updates. This will be done in consultation with the players, with table balance in mind, and as far as possible not in the middle of a session. Officially published content is also subject to balance changes, but the threshold before official content is changed is much higher than for homebrew (at least for over-performing options).
Tenets of the Social Contract
D&D is a game based on cooperation between the players and the DM. These tenets exist to best facilitate that. Each one encompasses several aspects of how we want to play the game together.
The DM is equally bound by these tenets, although they might mean slightly different things for them.
Trust Your Creativity
The game is based on telling a story together, and is more fun when everyone is involved. The more effort we put in together, the more we get out.
During your turn, you have narrative control of your character's action, and to a limited extent, that of others. You can absolutely describe you missing as the orc parrying, how the guard's eyes glaze over as your charm spell takes effect, or how you jump off an ally's shield to reposition yourself.
You should also embrace failure - some of the best moments come from working around your mistakes and strings of bad luck. Play it as a comedic moment, a crisis of faith, or the result of a bad omen.
The table wants to see your creativity, not that of a robot. Do not use robots for any part of play or preparation. Using robots is disrespectful to the time invested by the DM and the other players.
Minimize Distractions
While we are playing the game, we pay attention during the whole session, even when it isn't our turn. Cheer on your allies and plan what you want to do while others have the spotlight.
This tenet does not mean "don't react", it means "don't bring up outside things while we play". Reacting is always encouraged, but if you post a meme during play, it should be relevant to the events of the session.
Especially if playing in person, this means do not bring food or alcohol to the session. Water and snacks are encouraged, but the session is not the time for eating dinner.
Letting one's phone stay in the pocket is a great start to this. Obviously you can quickly respond to a text message, but don't fall back to scrolling memes when it isn't your turn.
The Party are the Heroes
Play within the rules and don't be a murderhobo. Of course, sometimes the situation calls for fighting dirty, do so while you keep focus on the fun.
Player conflict is never resolved through the dice, except when agreed upon by everyone involved. For example, a player character could never be convinced by another via a Persuasion check. On the other hand, two players could tell a great story that culminates in them facing off in a duel.
NPCs are never more important than PCs - but they may be more powerful. This means the DM will not introduce a DMPC. A follower NPC might fight on the side of the players to shore up a party weakness or play a role in a quest, but the story is about the players.
If the situation calls for it, we might fade to black if the content is heading in a direction that might be beyond what you would see in a Marvel movie. These events still happen, but we do not have to narrate it. Examples of scenes that might be elided are amorous escapades and enhanced interrogation. The tolerance level could be dialed up (think Game of Thrones) or down (think Narnia) depending on the campaign, after a discussion with all participants.
Sources
All content in WotC sourcebooks released after the 2024 PHB is allowed.
If you are interested in a character option from a previous publication, such as a subclass or a feat, talk to the DM and we will discuss it on a case-to-case basis. Content reprinted in the 5e24 (base classes, subclasses, feats, or spells) or afterwards are highly unlikely to be approved in their 5e14 form.
If a piece of content becomes approved, it will be updated to the current standards of the game (the DM will ask for and consider your input when doing this), and the canonical version will be published on the wiki. Check the various homebrew sections to see what has already been updated.
Spells
As an exception to the general rule, 5e14 spells for which no 5e24 version has been printed are allowed. Magic is more fun with more options, but if an old spell becomes problematic, expect that it might be rebalanced.
Content from other settings
Some official sources present content that is specific to a setting, such as the backgrounds from Forgotten Realms: Heroes of Faerûn. Such content is not automatically allowed. If you want to use it, we will reflavor it to fit in the Estian Sea. Most content is possible to reflavor without too much trouble.
Homebrew
There are several homebrew races, subclasses, backgrounds, and spells available for use, and the homebrew Spellsword class is also available for use.
Third party homebrew and Unearthed Arcana is not automatically allowed for use, but if there is something you would like to try, talk to the DM. If allowed, playing third party homebrew or UA puts an even higher responsibility on you to know the ins and outs of your features and how they interact with the rest of the rules.
Revised content
A few pieces of official 5e24 player options have been revised. This is usually done for balance (almost always buffs to underperforming options), clarity, to interface with homebrew systems, or to better fit within Estian lore.
If you want to use the original version of a piece of revised content, or believe something not on this list needs revision, talk to the DM, and we can probably figure something out.
Feats
- Crafter has been revised to work better with the magic item crafting system.
- Dual Wielder has been revised to be less confusing and more well-rounded.
- Sharpshooter has been revised to increase damage at the cost of some of the other bonuses.
Subclasses
- The Circle of the Moon Druid has been revised to not use the Monster Manual for their forms.
- The Assassin Rogue has been revised with a focus on poisons.
Character creation
When creating your character, the following rules and guidelines are there to help with creating a rounded, believable character that fits into the story.
Races
All races are allowed, but the more common races have more worldbuilding attached to them, which might help with roleplaying.
Ability scores
When creating a character, use the Point Buy system to assign your ability scores. This leads to more balanced characters that have a well-defined power curve. A Point Buy calculator is available if you need it.
Backgrounds
The primary goal of your character's backstory is not to define every aspect of their past, but rather to determine their motivations for adventuring and personal quests. The total amount of backstory and character description should be at least 3-400 words. If you are unsure about what you need, or have trouble deciding, talk to the DM, and they will help you orientate your character in the world.
Classes and levelling up
Levels are granted through a milestone system, usually when quests are completed. Very roughly, one can expect levels 1-2 to take one session each, levels 3-5 to take 2-3 sessions each, and then 4-5 sessions per level from there, but this can vary.
Average HP increases
Use the average of your hit point die to determine your HP when you level up.
Optional Class Features
Some classes have homebrew optional class features that can be selected. Read them carefully, as some of them replace your regular features.
Gaining proficiences you already have
If you gain a permanent proficiency that you already have from a different source, you can replace the old source with another choice, if it has other choices. For example, if you are a Rogue with Expertise in Survival and Perception, and you select the Scout subclass at level 3, you gain expertise in Nature and Survival. With this rule, you can retrain your Rogue expertise from Survival to another skill such as Stealth.
This rule exists to let characters keep a coherent narrative as they level up. Returning to our example Rogue, if you want your character to be a Scout, taking Expertise in Survival at level 1 would be a great way to telegraph your eventual subclass choice.
If you believe that a non-proficiency feature overwrites one of your existing features, talk to the DM and we can probably work something out. One example could be that you want to multiclass into Wizard, but it would invalidate the choices you took for the Magic Initiate feat. In this case you would probably be allowed to at least retrain the choices of that feat.
Multiclassing limitations
The DM has the right to decline you taking a level of a new class if it makes no sense roleplaying-wise. If you absolutely want to be a Barbarian-Cleric, foreshadow it a bit, and it will be fine, or talk to the DM if you need a Warlock patron etc. This rule does not exist to limit player creativity, but to make sure that the characters stay somewhat coherent with the story.
If you want to be a Sorcerer, it has to be your first class. Sorcerers are born, not learned. It is possible to earn the ability to take Sorcerer levels by being subjected to a powerful source of magical energy, but doing so requires adventure.
Epic Boons
Epic Boons are part of the class progression: you must have 19 levels in a single class to be eligible to pick them. This means that it is not possible to take two epic boons by multiclassing 16 levels in one class and 4 levels in another.
Character Death and Retirement
Should a character fall in combat, and it is determined that the party does not have the ability to resurrect them, or the resurrection fails, the player can make new character and can rejoin the game at the earliest convenient moment. It is more important to keep everyone playing than to have 100% story cohesion and believability.
It is also not unheard of for adventurers to retire after a particularly big haul of loot, or if their reasons for going adventuring have been fulfilled. If the situation calls for it, they can always return later.
Creating a character at higher level
If you need to create a character at a higher level, it is advised to step through the levels and make sure the character makes sense for all levels up to the one where you are joining the campaign. This is especially true for spellcasters who can retrain their spells on levelup, such as bards or sorcerers.
In addition, depending on your level, you may also award yourself the following amount of magic items and gold, in addition to your starting equipment. The gold can be used to buy mundane equipment and adventuring gear.
| Level | Common | Uncommon | Rare | Very Rare | Gold |
|---|---|---|---|---|---|
| 3-4 | 1 | - | - | - | 100 (3d6×10) |
| 5-7 | 1 | 1 | - | - | 500 (3d6×50) |
| 8-10 | 1 | 2 | - | - | 1000 (3d6×100) |
| 11-14 | 1 | 2 | 1 | - | 5000 (3d6×500) |
| 15-20 | 1 | 2 | 2 | 1 | 10000 (3d6×1000) |
Plate armor and exotic weapons count as uncommon items on this table. The DM may disallow any particular choice of magic item. If you have trouble finding items you like, talk to the DM.
Gameplay Rules
These rules govern play at the table, across all pillars of the game: Combat, Exploration, and Social.
Playing on the Grid
Combat is played on a grid of 5-foot squares. The PHB rules on movement apply, with a few alterations.
Diagonal Movement
Every second square that you enter from a diagonally adjacent square costs 10 feet of movement to enter. This approximates the true extra distance (1.5 ~ sqrt(2)), but is easier to track. Diagonal movement cannot cross the corner of a wall or other obstacle. On the VTT, you can click on a creature to measure distances from it. By right-clicking, you add waypoints in the movement. These waypoints compute the alternating cost for diagonals correctly, which is not the case if you break up your movement and compute the distance separately for each part.
Vertical Distance
To keep the Z-axis simple and accessible, the total distance to a target with a different elevation is simply the maximum of the horizontal distance and the altitude difference. This means that a dragon flying 90 feet away at an altitude of 120 feet counts as 120 feet away.
Areas of Effect
Areas of Effect from spells (and other effects) always snap to the grid. The VTT can show aoes of various sizes. To add an AoE indicator, alt-drag on the grid. All AoE indicators have an origin and a target which can be moved by dragging them. Moving the origin translates the entire indicator, while moving the target changes its direction.
Spheres and Cylinders
Since all sphere effects are defined by their radii, they are all a multiple of 10 feet across. This means that they originate from a grid corner instead of a grid square. They affect all squares within the radius, using the same distance rules as diagonal movement.
Cubes
Cubes are always aligned to the grid, and must be touching the origin square orthogonally anywhere along a face. The origin square can be on the inside or on the outside of the cube.
Lines
For lines that are wider than 5 feet, place multiple lines side-by-side, in such a manner that their origins and targets have similar orientations. For very wide lines, alternate which side of the original line you place them on (you can choose either side for the first one).
Cones
Cones have their origin on one square of their source, and affect all creatures in a 90 degree arc of a circle with a radius up to their range (the caster can choose if they are affected or not). If a cone is fired straight downward or upward, the area becomes a circle.
Emanations
Emanations affect all targets within a certain distance of the origin, as per the movement rules. This means that an Emanation affects a different number of squares depending on the size of the source.
Wall Segments
Some effects, most commonly the Wall of X spells, specify that the spell conjures several segments. These segments need to form a single contiguous wall.
Initiative
Initiative is rolled either when hostilities break out, or when it becomes important to determine the exact ordering of actions. Groups of similar NPCs (especially minions) are usually grouped on a single Initiative to unclutter the Initiative list.
Initiative ties are broken in the following order:
- Player characters go before NPCs
- If two player characters have the same Initiative, they can decide between them who goes first. This order persists for the rest of the battle.
- If two NPCs have the same Initiative, the DM decides their order. This order persists for the rest of the battle.
Conditions
The following rules adds or alters the rules of the PHB Conditions. Many of these rules exist to ensure conditions affect both martial combat and spellcasting.
Exhaustion
All spell save DCs are reduced by the caster's Exhaustion level, in addition to the normal rules for the condition.
Restrained
If you cast a spell with Somatic components while Restrained, you must first succeed on a Concentration saving throw against the escape DC of the condition. On a failure, the spell fizzles and the action used to cast it is wasted. If that spell was cast with a spell slot, the slot is not expended.
No Long Rests in the Wild
In order to benefit from a long rest, characters need to find a safe place, such as a village or a well-prepared campsite, and any short rests after the first one that the party takes in the wild requires 8 hours of downtime.
This rule exists in order to not trivialize resource management during overland travel.
Downtime
When in a safe location, such as a friendly settlement, a ship in calm waters, or a well-prepared camp, the party can take a few days off adventuring to focus on other matters. There are several downtime activities that characters can pursue, such as training, crafting magic items, research, relaxation, or some other long-term project. A week of downtime takes between five and seven days, and can contain a single day of adventuring without needing to start over.
"Bag of Rats" abuse
Features which trigger when you "reduce a creature to 0 hit points" only function against legitimate targets that provide a meaningful threat. Rules as written, these features can sometimes be abused by carrying around a bunch of non-threatening creatures to be able to trigger them at will. The DM will smite you if you try this.
Minions
When facing groups of trivial monsters, either on their own or as part of a larger encounter, the monsters can be designated as minions, which are much easier and faster to run. Designating a creature as a minion has the following effects:
- The minion has only 1 hit point.
- Minions do not take half damage if they fail saving throws.
- Minions do not roll their damage, and instead use the average roll.
- Minions do not cast spells or use any recharge or limited use abilities.
This allows for using enemies well below the party's level who still have an effect on the combat. A level 5 party might face a necromancer with skeleton minions, while a level 15 party might face an ancient red dragon with fire elemental minions.
Readying Bonus Actions
When you take the Ready action, it is allowed to ready a bonus action. For example, you could ready Healing Word for when an ally comes in range, or ready a Bardic Inspiration for the first ally that makes an ability check.
Bartering with NPCs
While haggling is a part of any business transaction, it is not especially fun at the table, especially for the other players. In order to save time while still allowing the interaction, a mechanic for haggling is added. The mechanic is simple to resolve, and rewards characters who are built to excel in social situations. It also carries a bit of a risk, possibly increasing the price if not successful. While it is most commonly used for material purchases, it is also possible to haggle during other types of transactions, such as quest rewards, bribes, or artisan fees.
If either part in a business transaction wants to get a better price, each party rolls a Persuasion check, which is affected by the creature's attitude. The final price is then adjusted in the winners favor by the difference of the two rolls as a percentage. NPCs will honor this price, but players are free to decline it (but might lose their chance at acquiring whatever was haggled for if they do so). The DM might allow you to use a different type of skill check, if you motivate why it applies.
For example, if Archibald haggles when buying an item worth 100gp from Becky, and Archibald rolls a 19 and Becky rolls a 7, the price is adjusted in Archibalds favor by 19-7=12% for a final price of 88gp. If Archibald would have lost the haggling contest, the price would have been adjusted upwards.
The use of magic or other tricks on someone else in order to influence a business transaction is a serious crime in civilized places, and anyone doing so should be prepared to face the consequences of their actions if they are discovered. Using magic on yourself is not illegal, but is considered unethical, and it is likely that someone who catches you using Enhance Ability on yourself will not want to do business with you.
Gods and Piety
If your character has an especially strong bond to a deity, it is possible to earn rewards from your piety with that god. Piety is gained by performing deeds in the service of, or that are pleasing to, that deity. Refer to the pantheon pages for more information about the gods and their ideals. You can only earn piety with one deity at a time, and if you seek the favor of a new deity, you lose all your piety with your old deity.
If you gain spells through your devotion to a deity, you choose the spellcasting modifier when you first gain that favor, and you can also cast the spells with your spell slots.
See: Religious Services
Martial combat
These rules pertain to combat with fists, swords, bows, and a variety of other implements.
Expanded Weapon Table
The PHB weapon table is expanded, with several new properties and masteries available. There are also exotic weapons that require special training to use, but are more powerful or grant unique abilities.
Firearms
Firearms exist in the Estian Sea, but are rare and mostly clunky. Talk to the DM if you are interested in creating a firearms-wielding character.
Dual Wielding
In order to benefit from the Light property, you need to be wielding two different Light weapons at the same time while making the attacks. This means that it is not possible to juggle multiple weapons to make an "off-hand" attack while, for example, wielding a shield.
Also note that the Dual Wielder feat has been revised to make it less confusing.
Ammunition
You do not need to keep track of nonmagical ammunition for ranged weapons - it is just unnecessary bookkeeping. Magical ammunition and thrown melee weapons still need to be tracked. The rules for Loading weapons still work the same.
Stowing and drawing weapons and other items
Once on your turn, you can change what you are wielding in your hands. For example, you can stow a longbow and draw two shortswords, or swap a warhammer and shield for an arcane focus and a shield. Note that shields still take an action to don or doff.
Earning the Extra Attack feature again
If you gain the Extra Attack feature when you already have it, you can take a feat instead.
Stacking crit range increases
If you have multiple effects that reduces the number you need to roll to score a critical hit, they stack. For example a level 5 Champion fighter who wields a Keen weapon (such as a Seax), scores a critical hit on an 18. These effects also lower the threshold to trigger effects that specify "when you roll a natural 20".
Moving Grappled Creatures
When you are grappling a creature and move into a square where you cannot reach the creature, it is dragged 5 feet to an unoccupied square within your reach. If there are multiple squares that keeps the grappled creature within your reach, the creature chooses which one to enter. If there is no valid square for the grappled creature to move into, the grapple ends.
Administering Poisons
Various vicious toxins can be harvested, bought, created, or otherwise obtained by crafty adventurers. Each dose of poison is enough to poison a single creature, unless it says otherwise. Applying poison to a weapon or piece of ammunition requires a bonus action. The poison persists until the ammunition is fired, the weapon hits an enemy, or 1 hour passes. This makes ranged attacks more risky, as there is a chance the poison is wasted. Some weapons, such as a Sun Blade, cannot have poisons applied to them.
Unarmed Strikes
Unarmed strikes that deal damage are considered "weapon attacks" for effects such as the Divine Favor spell. The specifier is intended to exclude spell attacks, not to only include attacks made with actual weapons.
Spells and magic
These rules govern the learning and casting of spells. Remember to check the homebrew spells for additional options when you make a spellcaster, including some backported 5e14 spells.
Spellcasting foci
Much like martial characters choose their weapon, spellcasters can choose their spellcasting foci to match their combat style, which grants them cantrip-like abilities.
Foci and components
A spellcaster is allowed to add extra components to a spell at will. For example, you could add a Verbal component to Ice Knife to give an out-of-sight ally something to react to. This can also be used to add a Material component to a spell such as Guiding Bolt to be able to cast it while holding a spellcasting focus in one hand and a weapon in the other, which is not allowed otherwise.
If a spell has a material component that is consumed, that still needs to be provided with a free hand. If the material component is not consumed, but has a gold cost, a character can usually spend some time to work that component into their spellcasting focus. For example, a sorcerer could spend a short rest (probably less with proper tools) to affix the diamond needed for Chromatic Orb on top of their staff. Ask the DM if you have questions.
Weapon cantrip components
The blade cantrips' M component ('a melee weapon worth at least 1sp') is also fulfilled by most conjured weapons, such as a Shadow Blade, a Soulknife's Psi Blades or a Pact of the Blade Warlock's weapons. The range of these spells are also doubled by the Spell Sniper feat, making them work with reach weapons if you have that feat.
Noticability of spell components
Casting spells is loud and flashy, not easily hidden unless you invest in features that specifically do so, such as the Sorcerer's Subtle Spell metamagic. Casting a spell at someone without their permission is a very offensive act, especially so with Enchantment magic. If a shopkeeper notices you casting spells in their shop, they are likely to stop providing services to you, and might even call for the guards if they believe you were trying to charm them, much as they would if you were found tampering with the locks to their display cabinets.
Verbal components are incantations of mystical words. They are audible out to a range of 60 feet, and are not 'normal' words able to be woven into conversation with intelligent creatures. In a particularly noisy situation, such as in a large crowd or in a room full of machinery, this radius might be reduced.
Somatic components are large motions, often involving the whole body. Unless you are hidden, a creature that can see you will notice your casting.
Material components must simply be held. They are the easiest component to hide, but not impossible to spot for an attentive onlooker. If a spell only has material components (usually via Subtle Spell), you can make a Sleight of Hand check against onlookers passive Perception to hide the spellcasting from them. In combat, you have disadvantage on this check.
Creatures who can cast spells themselves have advantage on Perception checks, including passive ones, to notice spells being cast.
As an exception, part of the magic of Enchantment spells is designed to conceal the casting from the targets themselves. Targets that fail their save against spells like Charm Person or Calm Emotions do not know a spell has been cast on them while it lasts (refer to the individual spells whether or not their memory returns afterwards). Creatures not targeted, and creatures who succeed on their saving throws against the spells, notice them as normal.
Spell scrolls
When you cast a spell from a scroll, you can do so without issue if the spell is on your spell list, regardless of spell level. If the spell is not on your spell list, you must succeed on an Arcana check (you can use your spellcasting ability instead of Intelligence if you can cast spells). The DC equals 10 + the level of the spell in the scroll. On a failure, the spell fizzles and the spell scroll is wasted.
Circle casting
The circle casting system from Forgotten Realms: Heroes of Faerûn is NOT automatically available for use, but the Circle Caster feat unlocks it. The feat is automatically given to spellcaster NPCs with Legendary Resistance.
Legendary spells
Some high-level spells are considered Legendary and cannot be simply learned through preparation or selection on level up. The knowledge to cast these spells can only be found through adventuring. They might also require additional components or other complications, again requiring adventure.
The following spells are legendary:
- Geas
- Create Spelljamming Helm
- Magic Jar
- Dream of the Blue Veil
- Create Magen
- Sequester
- Forcecage
- Clone
- Simulacrum
- Imprisonment
- True Resurrection
- Genesis
- Second Sun
- Patronize
- Call Dragon
This rule exists in order to encourage adventure, rather than downtime, as the best way of gaining power.
Simulacrum
Simulacrum allows for some game-breaking loops, usually when combined with Wish. To prevent this, entities created via this spell can only cast spells up to a level below the level of spell slot used to create them.
Wish
Wish is not a legendary spell, but its power is not limitless. Wishes beyond the examples listed in the spell are generally not more potent than other 9th-level spells. Using Wish when another spell or effect references it directly (eg wishing to end the transformation inflicted by a Rutterkin) does not incur the risk of not being able to cast Wish again (all other rules still apply).
Emanation spells
Spells that deal damage when a creature enters an emanation, such as Spirit Guardians or Conjure Woodland Beings, can lead to degenerate gameplay when multiple rounds of forced movement (especially friendly grappling) is involved. These spells are fixed with a small change: they only deal damage when the Emanation enters the space of a creature on your turn. Entering the emanation (including via forced movement) or ending ones turn in the emanation still deals damage on all turns.
Resurrection
Returning from death is a major ordeal, and not all souls can endure journeying across the Bifrost. In order to resurrect a creature, it must succeed on a DC 10 Charisma saving throw. The DC increases by 3 every time this save is successfully made. If the resurrection is made with the Revivify spell, it is made with advantage, as the soul has just barely left the body.
If the save is failed, the creature's soul passes to the afterlife and the resurrection fails. Further resurrection attempts automatically fail. The True Resurrection spell bypasses this save, and can be used to revive a creature who failed their save previously. It might also be possible to adventure to the planes of the gods to recover a soul from the afterlife, although it would be an arduous quest.
Familiars and Wildshape
It is allowed to re-flavor familiars and wildshape forms quite heavily. For example, if you want a hamster familiar, you can use the Almiraj statblock. There is also an alternate system where you use customizable statblock templates instead of actual monster statblocks. Talk to the DM if you are interested, or if none of the options feel right to reflavor to the idea you have in mind.
It is possible to gain the favor of a more powerful entity to serve as a familiar, although this requires adventure. As usual, talk to the DM if this is something you are interested in.
Pets and Magic Items
It might be possible for a familiar or other pet to activate a magic item, provided they have the correct anatomy. If the magic item requires attunement, it needs to be attuned to the master (ie you and your pets share attunement slots).