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Category Archives: Optional rules

D&D 5E – Laws of Motion

Laws of Motion

I see the D&D universe as a pre-Newtonian world. Very much controlled by something similar to Aristotle’s Laws of Motion. At least, that is the way that the most intelligent thinkers of the time believe that it works. All spells that affect the target’s speed or location, such as fly, levitate, teleport, etc. cancel all current forces acting on the target and replaces them with the effects of the spell.
So first I will present the laws of motion as known by most magic users in the D&D universe.
This is how it might be explained to you by the smartest man in the kingdom. [Please understand that the ideas below may represent a view of the world similar to that held in 300 BC, but was later replaced by Isaac Newton’s much more accurate laws of motion.]

The Celestial Sphere

“Objects in the heavens (the celestial sphere) move in circular motion, without any external force compelling them to do so. Objects on Earth (the terrestrial sphere) move in straight lines unless forced to move in a curve.
First, although most commoners think that the Earth is flat, it is indeed spherical. You know. Round like a ball. It only appears to be flat because it is so large. The Earth is in the center of the universe. It is surrounded by the celestial sphere, where lie the sun, the moons, all of the planets and the stars. All of these celestial bodies circle the Earth. The apparent motions of the fixed stars and planets are accounted for by the fact that they are embedded in rotating spheres made of an aetherial, transparent fifth element (quintessence), like jewels set in orbs. The fixed stars do not change their positions relative to one another because they are on the surface of this single starry sphere.
The stars, Sun, Moon, and planets are all made of fire. But whilst the stars are fastened on a revolving crystal sphere like nails or studs, the Sun, Moon, and planets, and also the Earth, all just ride on air like leaves because of their breadth. And whilst the fixed stars are carried around in a complete circle by the stellar sphere, the Sun, Moon, and planets do not revolve under the Earth between setting and rising again like the stars do, but rather on setting they go laterally around the Earth like a cap turning halfway around the head until they rise again.”

The Terrestrial Sphere

“To the motion of non-living things, such as a stone dropped from the hand, is explained by two principles; Natural Motion and Violent Motion.”

Natural Motion

“The 4 elements [earth, air, fire and water] tend to seek their natural place in the order of things. So earth moves downwards most strongly, water flows downwards too, but not so strongly, since a stone will fall through water. In contrast, air moves up (bubbles in water), and fire goes upwards most strongly of all since it shoots upward through air. Most materials that you see around you are mixtures of elements. For example, wood has both earth and air in it, since it does not sink in water.
Natural motion causes undisturbed inanimate objects to travel in a straight line either toward the center of the Earth or away from it. Left undisturbed, a pure Earth would consist of an inner ball of earth surrounded by a shell of water over which would be a layer of air and above all would be an outer layer of fire.”

Violent Motion

“Things also move because they are pushed. A stone’s natural tendency, if left alone and unsupported, is to fall, but we can lift it, or even throw it through the air. We call such forced motion “violent” motion as opposed to “natural” motion. The term “violent” just means that some external force is applied to it.
Heavier things fall faster, the speed being proportional to the weight. The speed of fall of a given object depends inversely on the density of the medium it is falling through. So, for example, the same body will fall twice as fast through a medium of half the density.
For violent motion, the speed of the moving object is in direct proportion to the applied force. This means that if you stop pushing, the object will soon stop moving.”

How this Effects Magical Spells

So the magic caster thinks that a body in motion only stays in motion as long as the force causing it to move continues to push it. Otherwise, it will eventually slow to a stop. So for teleportation – when the subject of the spell arrives at its new destination all external forces stop acting on it and it arrives at its destination as intended. External forces, in this case, would include what we refer to as inertia.
This also makes answering questions like this much easier:
“What if the PC walks through a teleportation gate and arrives at another location thousands of miles away?” Think of the actual, physical conditions. The Earth is spinning about 24 thousand miles per hour from West to East. Depending on where on Earth the other portal is located, inertia could be a big problem. Not to mention orientation.
Even something a simple as a feather fall ring. “What if the wearer was shot out of a cannon?” At the top of the arc, he would begin to fall. So feather fall kicks in and he begins to fall slowly. If inertia is still in effect he will travel much farther and still hit the ground at the speed that he was shot out of the cannon. This is obviously not the intention of the feather fall spell. If on the other hand, inertia and gravity are no longer pushing on the PC and are replaced by the magical feather fall rules, he floats gently down from the point where he begins to fall.
“If you are flying through space on a sailing ship that has a magical gravity bubble surrounding it, what happens if you fall overboard?” I would say that you fall as if you were on earth until you reached the edge of the gravity bubble and then slowly stop when the force of the magical gravity stops pulling you down.

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D&D 5E – Nautical Adventures – Italian

Viaggi, Avventure, Abbordaggi e Combattimenti tra le onde dei sette mari
(Travel, Adventures, Boardings and Fighting between the waves of the Seven Seas)

You can get your free copy of this here: http://homebrewery.naturalcrit.com/share/BJL8XcjyZ

Luke translated my D&D 5E – Nautical Adventures into Italian and created this amazing version. It is an excellent example of what can be done with the homebrewery site. http://homebrewery.naturalcrit.com/

 

D&D 5E – Simplified Rules

5.0-EZ

Download your free copy here.

I just updated the pdf file. The main change is in the explanation of how spellcasting works. This new file name is 5-0-ez4.pdf

If you sometimes feel that the fifth edition Dungeons and Dragons rules are too complicated, this is for you. I created this set of house rules to simplify character creation and advancement among other things. It also introduces a whole new way to select and track the casting of magic spells.
One thing I tried very hard to do was keep the characters levels and power as close as possible to the Player’s Handbook characters so that if you play using these rules, you can still use published 5th edition adventures, and the monsters will require little or no modifications.

Here is what is on the EZ character sheet.

D&D 5E – Falling Times & Distance

How fast do you fall from heights?

The PHB says you get 1d6 points damage from a fall of 10ft + 1d6 additional damage for each 10 feet if fall after that, to a maximum of 20d6. (See my post on falling damage.) But if you are falling from a  great height, you may have a few rounds to do things during the fall. So the question is, how long does it take me to hit the ground? The DM usually knows how far you will fall. Any fall of less than 500 ft will take less than one round. You can use these tables to determine how long it takes to fall greater distances.

In Stable Free Fall Position (lying belly-to-the-earth)

Rounds Total Distance
1 500 ft
2 1,500 ft
3 2,500 ft
4 3,500 ft
5 4,500 ft
6 5,500 ft (A little more than a mile)

each round thereafter you fall another 1,000 ft.

-or- five rounds for each additional mile

 

Uncontrolled fall or if you are attempting to go faster by taking a more aerodynamic, diving position.

Rounds Total Distance
1 500 ft
2 2,500 ft
3 4,000 ft
4 5,500 ft (A little more than a mile)

each round thereafter you fall another 1,500  ft.

-or- four rounds for each additional mile

 

Gliding

You can’t glide if you are uncontrolled, or attempting to fall faster. You also can’t glide if you fall less than 500 feet. But if you fall more than 500 feet, and you are in Stable Free Fall Position your maximum a glide ratio is 1:1 (or 1:2 if wearing a wingsuit) which means that you could glide a maximum of one foot for each foot falling. (Or a maximum of two feet for each foot falling if wearing a wingsuit.)

D&D 5E – Falling Objects

falling-objects

Falling Objects

Just as characters take damage when they fall more than 10 feet, so to do they take damage when they are hit by falling objects. I was using these house rules for 3rd edition and they still work for 5th edition. I would typically allow a character to make a DC 15 DEX saving throw to jump out of the way and take no damage.

Objects that fall upon characters deal damage based on their weight and the distance they have fallen.

For objects weighing 200 pounds or more, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).

Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use this table to see how far an object of a given weight must drop to deal 1d6 points of damage.

Object Weight Falling Distance Maximum damage
200 lb. or more 10 ft. 20d6
100-199 lb. 20 ft. 10d6
50-99 lb. 30 ft. 5d6
30-49 lb. 40 ft. 4d6
10-29 lb. 50 ft. 3d6
5-9 lb. 60 ft. 2d6
1-4 lb. 70 ft. 1d6

For each additional increment an object falls, it deals an additional 1d6 points of damage up to the maximum damage. Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.

D&D 5e – House Rules for Creating a Ghost

Ghost_Character

Ghost Template

You can add this “Ghost” template to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. When a creature becomes a ghost he becomes semitransparent and can use an action to move back and forth between the material plane and the ethereal plane but he remains visible to creatures in both planes.

Physical Description

Ghosts are flickering remnants of their past lives, appearing as they did before death, however, they are semi-transparent and have a blue tinge to them that drowns out all color of their body.

If the ghost is still coming to terms with its death, its appearance may reflect how it died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle, may still have the wounds it sustained open and flowing with silver blood.

Similarly, if the ghost instead is more transfixed by guilt or regret at its previous life it is instead wrapped in ethereal chains.

This is because the image of a ghost is controlled by its own mental state and the way it is transfixed by death or regret will manifest in the image it takes.

It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying it to the material plane is the ghost’s own willpower, which makes the its bond to the material plane weaker than the other two types of ghosts.

A ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to undead. He does not require air, food, drink or sleep. Size is unchanged.

Hit Points and Hit Dice

The creatures hit points and Hit Die remain unchanged

Speed

Ghosts have a walking speed of 0 and a fly speed of 40 feet

Armor Class

The creature’s armor class doesn’t change but it applies only to ethereal encounters. When the ghost enters the material plane its armor class becomes 10 + its Dexterity modifier + any magical protections.

Ability Scores

These remain the same as the creature had in life.

The ghost gains the following special traits:

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons [Note that a ghost on the ethereal plane cannot be hit by physical weapons if the attacker is on the material plane. If the ghost is also on the material plane it can be hit only by magical weapons.]

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft., his passive Perception remains as it had in life

Languages any languages it knew in life

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. [Note that the ghost uses this movement when on the Material Plane. When on the Ethereal Plane he is visible but utterly silent to someone on the Material Plane, and solid objects on the Material Plane don’t hamper the movement of the ghost in the Ethereal. ]

Actions

A ghost retains all the attacks of the base creature, although those relying on physical contact do not effect creatures that are not ethereal except as described below.

The ghost gains the following actions:

Withering Touch, Etherealness, Horrifying Visage and Possession (Recharge 6) as described in the ghost listing in the 5E Monster Manual. [Note that a ghost must use the etherealness action to move from the Material Plane to the Ethereal Plane, or from the Ethereal Plane to the Material Plane. ]

Spellcasting

When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost is on the material plan, its spells can affect ethereal targets and can also affect targets on the material plane normally unless the spells rely on touch. A ghost’s touch spells don’t work on nonethereal targets.

Ghostly Equipment

When a ghost forms, all its equipment and carried items usually become ethereal along with it. The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A magical weapon however can harm material creatures when the ghost is on the material plane.

The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ghostly copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

D&D 5E – House Rules – Underwater -Depth and Temperature

uNDERWATER

Into the Depths

Underwater – Depth and Temperature

The water’s depth and temperature will determine a character’s survivability when they are under the water.

DAMAGE FROM WATER PRESSURE

Depth CON Save Points of Damage
0-200 ft  none  none
201-250 ft  DC 10  1d6/minute
251-300 ft  DC 15  2d6/minute
301-400 ft  DC 20  3d6/minute
401-500 ft  DC 25  4d6/minute
501-1000 ft DC 30 5d6/minute
1001 ft or deeper DC 35  6d6/minute

The deeper a character ventures down into the water, the greater the water pressure. Freedom of movement and water breathing will not protect characters from either the crushing effects of deep water or the effects of cold. The indicated Constitution saves must be made one round after being at a certain depth. If the save is failed, then the damage is taken and another save must be made each minute until the character makes a Constitution save, after which further saves are not necessary. The character is then considered acclimated to that depth. Descending to a deeper depth range as indicated on the table, however, requires another saving throw be made.

DAMAGE FROM COLD WATER TEMPERATURE

Temperature  Degree F  CON Save  Points of Cold Damage
Tropical  >86  none  none
Warm  65-85  none  none
Cold  55-64  DC 10  1d6/minute
Frigid  45-54  DC 15  2d6/minute
Icy  32-44  DC 20  4d6/minute

Water conducts heat much more efficiently than air; therefore cold water causes much greater loss of body temperature than does cold air. It is also important for DMs to note that water becomes heavier as it cools until it reaches a temperature of about 37 degrees Fahrenheit (just above freezing). Below 37 degrees, as water crystallizes into ice, it becomes lighter so that ice will float on the surface of the water. Therefore, the bottom of any large body of water will tend to remain at 37 degrees F most of the year. The above table outlines the necessary saves and resultant cold damage from being in water at various temperatures. Unlike pressure, Constitution saves against cold damage from water must be made each minute, even after a successful save. The table assumes that the creature is not wearing anything that will provide meaningful insulation while in water. Normal clothing or armor is of no benefit. A creature wearing a watertight outfit that captures a layer of water next to the skin (like a wet suit) has advantage on Constitution checks against the cold damage. Smearing the skin with grease or fat, which repels water, will provide a +5 bonus to the necessary Constitution saves. Of course, magical forms of protection from cold also apply.

D&D for Kids

PlayWithKids

It’s no secret that pretty much every parent who plays any kind of tabletop game wants their kids to join in on the fun as well. Besides everyone using their imaginations to play, D&D helps to develop your kiddo’s cognitive skills such as reading, problem-solving, and creative thinking.

Wizards has released 2 kid friendly D&D adventures: Monster Slayers: The Heroes of Hesiod and Monster Slayers: The Champions of the Elementsboth by Susan J. Morris. Parents can use this simplified rule-set as a stepping stone to introduce new players, young and old, to the world of D&D. Once you’ve finished these quick adventures you can move on to bigger campaigns and hopefully have the time of your life introducing the little ones to a game that they could be playing for years to come.

You can find what Susan J. Morris has to say about it here and still more information (and a link to the original Monster Slayers adventure) here!

5E – Skyships

Skyships_book_cover

D&D Skyships

Download your free copy here.

This is a complete re-write of the rules I posted in 2012 for version 3.5 (here). In keeping with the feel of 5E, these rules focus on the PCs.

D&D Skyships is a supplement to fifth edition Dungeons & Dragons set in a universe of ships that fly between the worlds and of battles in the air and in space. This is a basic set of rules compatible with Dungeons & Dragons 5E that provide a foundation for taking your D&D adventures into space.

Enjoy!

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D&D 5E – Nautical Adventures

Ship-Book_Cover

Rules for conducting a seafaring campaign in D&D. Including rules for Ship-to-Ship Combat.

You can download a free copy here: 5E_Nautical_Adventures.pdf

This is a complete re-write of the Ship to Ship Combat rules I published before (3.5 version here).

In keeping with the spirit of 5e, this  is  not  about  conducting  massive  sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. Rather this is about what the PCs can do with ships. Ship-to-ship  battles  do  take  up  the  majority  of  the  pages here, but the battles are from the point of view of the player  characters  on  board  their  ship.  Care  has  been taken to assure each payer has something to contribute each round of ship-to-ship combat. Each player controls one of their ship’s officers. That officer can be his or her PC  or  it  may  be  an  NPC  and  he  has  several  actions available to him that are specific to that officer.

I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles”  (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.)
I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.

A special thanks to Shawn at http://tribality.com/ for his series on Naval Combat for D&D 5th edition. He got me to thinking seriously about how to keep all of the players involved in naval combat.