Rules and Sources

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).

Sources

All content in WotC sourcebooks released after the 2024 PHB are allowed. The Artificer and its subclasses from Tasha's Cauldron of Everything is also allowed.

If there are character options, such as subclasses, spells, or feats from another publication, talk to the DM and we will discuss it on a case-to-case basis. Any content reprinted in the 2024 PHB (base classes, subclasses, feats, or spells) or afterwards is not likely to be approved.

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.

It is possible that a piece of homebrew content references content not on the allowed list. An example would be a subclass giving you access to a spell from a 5e14 sourcebook. In these cases, the referenced content is considered allowed, but only through that reference. The DM will probably work with you to find an allowed substitute, or update the referenced content to be allowed.

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.

Homebrew

There are several homebrew races and subclasses 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 a much higher responsibility on you to know the ins and outs of your features and how they interact with the rest of the rules.

Races

All races are allowed, but beware that 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 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.

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 feel 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 feel that you want to multiclassing into Wizard, but it would invalidate the choices you took for the Magic Initiate feat. In that case you would probably be allowed to 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, it exists 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.

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 reason for going adventuring has been fulfilled. If the situation calls for it, they might 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 learned spellcasters who can switch 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:

LevelCommonUncommonRareVery RareGold
3-41---100 (3d6×10)
5-711--500 (3d6×50)
8-1012--1000 (3d6×100)
11-14121-5000 (3d6×500)
15-20122110000 (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.

Exotic weapons and firearms

Some unusual weapons require special proficiencies to be used, which can be gained through downtime training. Some weapons also have revised properties, including the Keen and Explode properties.

Firearms exist in the world, but are rare and clunky. Talk to the DM if you are interested in creating a firearms-wielding character.

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

Entering a diagonally adjacent square alternates between costing 5 and 10 feet of movement. This approximates the true (sqrt(2)) extra distance, but in a way that is easier to count. Diagonal movement cannot cross the corner of a wall or other obstacle.

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 in a square that is orthogonal from the source, and affect all creatures in a 90 degree arc up to their range. If a cone is fired straight downward or upward, the effect becomes circular.

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.

Conditions

The following rules adds or alters the rules of the PHB Conditions.

Exhaustion

In order to ensure that the Exhaustion condition affects spellcasters and martials equally, all spell save DCs are reduced by the caster's Exhaustion level, in addition to the normal rules for the condition.

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 long-distance travel.

"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 Charisma (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.

No need to keep track of ammunition

It is just unnecessary bookkeeping. The exception is magical ammunition, which does not replenish itself. The rules for Loading weapons still work the same. This does not apply to thrown melee weapons, which still need to be tracked.

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 reduce 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 that is puts you out of reach of your grappled creature, the creature moves 5 feet to a square that is within your reach. If there are multiple squares that keeps the target within your reach, the target chooses which one to enter.

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.

If you gain access to a Natural Weapon, you can use it to make Unarmed Strikes.

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 and somatic components

RAW, if you have a spellcasting focus in one hand and the other hand is busy, you can cast spells with somatic AND material components, but not with ONLY somatic components. This makes no sense, so it is allowed to cast a S spell with your spellcasting focus in hand and no other free hand. For example, a cleric without any feats with a mace and a shield spellcasting focus (using an emblem holy symbol) could without this rule cast Bless (V, S, M components), but not Guiding Bolt (V, S components).

It is still not allowed to cast S or M spells with no open hands (without the War Caster feat) or no spellcasting focus (for M spells). If you do not have room for War Caster in your build, you can always pick up a Ruby of the War Mage and attach it to a weapon you are wielding.

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.

Adding components

A spellcaster is also allowed to add extra components at will, such as adding a verbal component to Ice Knife to give an out-of-sight ally something to react to.

Weapon cantrip components

The blade cantrips' M component ('a melee weapon worth at least 1 sp') 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.

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:

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).