2460121-TDC Homebrew Combat House Rules DMG

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TABLE OF CONTENTS Medium Humanoid

Table of Contents................................................................... 1
Credits .................................................................................... 1
Combat Homebrew Rules ..................................................... 2
Campaign Group Perks .......................................................... 2
Tandem Turns ......................................................................... 2
Held Turns ................................................................................ 2
Improved Advantage and Disadvantage Mechanics ....... 2
Modified “Help” Action ........................................................ 2
Easier Movement .................................................................... 2 YouTube - The Dungeon Coach YouTube Channel I create
The Interaction action ............................................................3 weekly videos every Saturday to help make your games more
Modified Flanking Rules ........................................................3
creative and more fun!
Targeted Attacks ......................................................................3
Modified Opportunity Attacks ..............................................3 DM’s Guild –Check out the other content I've published. I will
New Prone Condition ..............................................................3 keep making more and more of my documents available
Modified Standing up from Prone .......................................3 online from my large list of homebrew content!
Improved Critical Damage .....................................................3
Bloodied Conditions ............................................................... 4
Sentinel Feat Fix ..................................................................... 4 Patreon - If you like the stuff I have here as digital resources
Convert Movement to Action ............................................... 4 and want ALL of those and MORE, think about supporting me
over on Patreon!

CREDITS
I have many resources and more involvement with what I do
over on my YouTube Channel too! Including Multiple Reward
Tiers and a GREAT Community!
Author: The Dungeon Coach – Alan Bjorkgren
Layout and Editing: Mark MacPherson @trepidventuring
Graphics: AvalonInk avalonink.deviantart.com
Template: Simple Microsoft Word Template by
Laura Hirsbrunner Copyright 2020, The Dungeon Coach, The Dungeon Coach, LLC

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by The Dungeon Coach and
published under the Community Content Agreement for Dungeon Masters Guild.

1
COMBAT HOMEBREW HELD TURNS

RULES After initiative is rolled, you may hold your turn until after
a specific combatant’s turn (enemy or ally). This method is
less restrictive than taking the ready action and does not
Homebrew rules in Dungeons and Dragons are all about getting use your reaction.
the feel that you are looking for in your game. Do your players
want to play in hard mode? Do they want to feel epic? Are they This would be you waiting for the right time to act in
trying to make complicated battle plans and coordinated, combat. This can be handled in two ways:
dynamic movements? The 5e rules as written (RAW) will
sometimes need adjustments to get the perfect playstyle at your 1. You now permanently act at your lowered
table, and I’m here to help you do that! initiative position
CHECK OUT THIS VIDEO WHERE I SHOW YOU HOW I USE THESE 2. You keep your original spot in the initiative order
SYSTEMS AT MY TABLE ! HTTPS ://YOUTU.BE /M1JSQS_K VLO at the start of the next round as normal.

EXAMPLE

CAMPAIGN GROUP PERKS As the battle begins, your fighter’s honed abilities and
catlike reflexes allow her to go first, but she sees an
This is less of a rule and more of a method to opportunity to get a better angle on her attack if she waits
implement new house rules into your game. until after the paladin swings his battle axe. She finds the
perfect moment and then attacks twice with her
After your characters reach a certain level or story longsword, landing both blows while the enemy was
moment, give them new abilities or unlock new rules reeling from the paladin's attack.
for your game.

IMPROVED ADVANTAGE AND


DISADVANTAGE MECHANICS
Gaining advantage on a roll allows you to roll an additional
d20, taking the highest value rolled. Instead of ignoring
extra advantage like RAW does, advantage accumulates,
with each advantage instance stacking to give an additional
+2 to the roll.

This could be giving your players an attack or ability EXAMPLE


that has additional bonuses when they work together,
Gaining advantage on a stealth check from a Cloak of
or an artifact that takes two or more players to activate.
Elvenkind as well as the Wood Elf's Mask of the Wild feature
EXAMPLE would allow you to roll 2d20 for the cloak's advantage, and
add +2 for the mask before adding your stealth modifier.
Your players have just helped defend a town from invading
hordes of barbarians. As a reward, the Army Commander
offers to train your party in effective group techniques,
giving them additional battle maneuvers for extra damage
MODIFIED “HELP” ACTION
to attacks when the players work together to use those
maneuvers on their turn. When taking the Help action, roll 1d6 and add your
proficiency modifier. The person you are helping can add
Let your players be the creative force behind how this this number to their roll. If the roll is an attack, they can
interaction works; they will come up with some amazing add this number to both the attack and damage rolls. You
combinations! can rule that the Helper must be proficient in order to
Help.

TANDEM TURNS
EASIER MOVEMENT
Players with the same initiative roll can choose to take
their turns at the same time, interacting with each other. Movement in any direction costs only 5 feet of movement
per square. This reduces the time tracking diagonals
*This is particularly effective when combined with the previous rule. during combat.

2
THE INTERACTION ACTION TARGETED ATTACKS
During a player’s turn, they can use the Interaction to Individuals can aim for a specific area on the enemy for a
perform one skill check for free. bonus effect upon success. Targeted attacks are made at
disadvantage. The bonus effect is in addition to the regular
This promotes player interaction with the environment damage of the attack.
during combat, without the fear of potentially wasting a
turn.
POTENTIAL T ARGETED ATTACK E FFECTS
MODIFIED FLANKING RULES Area Effect
Eye Blinded
Wing Flying speed reduced to 0
Leg Movement speed is halved
Arm / Hand Drop items being carried

When a creature is engaged with a single opponent and a Optionally, apply a damage threshold to each effect. The
second opponent positions themselves directly behind, the effect will only take place if a certain threshold is reached.
creature is considered flanked. Attacks against a flanked The threshold value will vary widely depending on the type
creature receive a +2 modifier to their attack. If an of creature and the desired effect.
additional opponent positions themselves behind the
creature, the modifier increases by another +2. The
modifier increases by an additional +2 for every additional MODIFIED OPPORTUNITY ATTACKS
flanking opponent.
Any action or interaction that leaves you vulnerable to be
On their turn, the flanked creature can reposition attacked triggers an opportunity attack from enemies
themselves by moving or changing the direction they are within melee range.
facing to negate this condition.
EXAMPLES

EXAMPLES Actions that would provoke an opportunity attack include:


1. Standing up from prone
2. Drinking a potion
3. Loading a crossbow
4. Opening a door
5. Picking a lock
6. Using a complicated mechanism or puzzle
7. Casting a spell that has both somatic and material
components. *

* This could be very taxing on some players, use with caution!

NEW PRONE CONDITION


If an individual is knocked prone, they receive the prone
condition. Standing up from this condition provokes
opportunity attacks from combatants within melee range.

MODIFIED STANDING UP FROM PRONE


Standing up from the prone position costs 15 feet of
movement, regardless of your total movement speed.

3
IMPROVED CRITICAL DAMAGE SENTINEL FEAT FIX
When you make a critical hit, roll the damage dice for the You have mastered techniques to defeat a creature’s
attack and add bonuses as normal. Then add the maximum attempt to escape you, gaining the following benefits:
value of each damage die. This ensures all critical hits
deliver substantial damage. • Whenever you hit a creature with an opportunity
attack, its speed is reduced by 15ft until the end of that
EXAMPLE creature’s next turn. This stops any movement they
may have been taking.
A fighter is attacking a creature with a longsword and
scores a critical hit. The regular damage for their • Creatures provoke opportunity attacks from you when
longsword is 1d8+5. To determine the Improved Critical attempting to leave your reach; even if they have an
Damage, roll 1d8 and add the +5 bonus as normal. Add 8 to ability that would normally allow them to ignore
the total (the max value from the d8). The total damage is opportunity attacks
1d8 +5 +8.
• When a creature within your reach makes an attack
against a target other than you (and that target
Optional Variants for Spells: doesn't have this feat), you can use your reaction to
make a melee weapon attack against the attacking
Variant 1: When casting a spell, follow the Improved Critical creature.
Damage method as outlined above, which will result in
potentially massive damage
CONVERT MOVEMENT TO ACTION
Variant 2: When casting a spell, follow the regular rules for
critical hits, and not the Improved Critical Damage method
On your turn, you can spend 15ft of your available
mentioned above.
movement to complete a task. This could include tasks that
would normally take a Bonus Action or Action.
Variant 3: When casting a spell, allow players to re-roll any
one die from their damage roll when they score a critical hit.
EXAMPLES

Actions that cost 15ft of movement

BLOODIED CONDITIONS Draw or sheathe a sword


Open or close a door
Players and the DM cannot reveal exact hit points during Withdraw a potion from your backpack
combat. Instead, describe how wounded they are with Pick up a dropped weapon
three levels of the Bloodied condition.
Pull a lever or a activate a switch
Pull a torch from a sconce
B LOODIED C ONDITION L EVELS
Turn a key in a lock
Level Description
Tap the floor with a 10-foot pole
Bloodied Character or creature is at 50% of max hit
points Hand an item to another character

Well Bloodied Character or creature is at 25% of max hit


points
At Death’s Door Character or creature is at 10% of max hit
points

FEAT FIX FOR GREAT WEAPON MASTER


AND SHARPSHOOTER

Instead of the -5/+10 mechanic, use the following:

Before you make an attack that you are proficient with, you
can choose subtract your proficiency bonus for the weapon
from the attack roll. If the attack hits, you add twice your
proficiency bonus to the attack’s damage.

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