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HOMEBREW COMBAT
HOUSE RULES
BY THE DUNGEON COACH
Contents
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Combat House Rules 3
The Dungeon Coach
Medium Humanoid
Campaign Group Perks .........................................................3
Contact
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Tandem Turns........................................................................3
Held Turns..............................................................................3 Email thedungeoncoach@gmail.com
Improved Advantage And Disadvantage Mechanics..........3 Discord https://discord.gg/NpU932E
Modified Help Action............................................................3 Facebook https://facebook.com/thedungeoncoach
Easier Movement....................................................................3
The Interaction Action..........................................................4 Resources for dungeon masters
Modified Flanking Rules........................................................4 YouTube. The Dungeon Coach YouTube Channel
Targeted Attacks.....................................................................4 I create weekly videos every Sunday to help make your
games more creative and more fun!
Modified Opportunity Attacks..............................................4 https://www.youtube.com/thedungeoncoach
New Prone Condition............................................................4
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Modified Standing Up From Prone......................................4
Throwing Creatures..............................................................5
If The Creature Is Friendly To You:.....................................5
If The Creature Is An Enemy:...............................................5
If The Creature Is The Same Size As You:...........................5
DM’s Guild –Check out the other content I’ve published. I
will keep making more and more of my documents available
online from my large list of homebrew content!
https://www.dmsguild.com/browse.php?author=The%20
Dungeon%20Coach
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If Two Creatures Are Throwing Together:........................5
Support my work
Bloodied Conditions...............................................................5
Patreon. If you like the stuff I have here as digital resources
Feat Fix For Great Weapon Master And Sharpshooter ����5 and want ALL of those and MORE, think about supporting
Sentinel Feat Fix.....................................................................5 me over on Patreon!
Convert Movement To Action.............................................5
Improved Critical Damage....................................................6 I have many resources and you can get involved with what
Optional Variants for Spells:.................................................6 I do over on my YouTube Channel too! Including Multiple
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All-in Attack............................................................................7
Varied Initiative System.........................................................7 Editing, Interior Design and Layout
Critical Success and Failure +10 / -10..................................7 Mark MacPherson (IntrepidAdventuring.blog)
New D&D Status Conditions................................................7 Graphics
AvalonInk (www.avalonink.com )
Resistance X: Rule..................................................................8
Active Shields..........................................................................8
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.
I’ve made a few videos now about these house rules to perk or:
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up the combat at your table. Go and check them all out! • You keep your original spot in the initiative order at the
• Combat House Rules Part 1 start of the next round as normal.
https://www.youtube.com/watch?v=nDfiw1SyQMk EXAMPLE
• Combat House Rules Part 2 As the battle begins, your fighter’s honed abilities and catlike
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https://www.youtube.com/watch?v=m1jsqs_kvlo reflexes allow her to go first, but she sees an opportunity to get
• Killer Combat Combos a better angle on her attack if she waits until after the paladin
https://www.youtube.com/watch?v=6nn-8HmsWvQ swings his battle axe. She finds the perfect moment and then
• Combat House Rules Part 3 attacks twice with her longsword, landing both blows while
https://youtu.be/gzFHwKWzCow the enemy was reeling from the paladin’s attack.
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After your characters reach a certain level or story moment,
give them new abilities or unlock new rules for your game.
This could be giving your players an attack or ability that
has additional bonuses when they work together, or an artifact
Gaining advantage on a roll normally allows you to roll
an additional d20, taking the highest value rolled. Instead
of ignoring extra advantage like RAW does, advantage
accumulates. For each advantage instance beyond the
first, you gain an additional +2 to the roll.
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that takes two or more players to activate.
EXAMPLE
Your players have just helped defend a town from invading
Modified Help Action
hordes of barbarians. As a reward, the Army Commander When taking the Help action, roll 1d6 and add your
offers to train your party in effective group techniques, giving proficiency modifier. The person you are helping can add
them additional battle maneuvers for extra damage to attacks this number to their roll. If the roll is an attack, they can add
when the players work together to use those maneuvers on this number to both the attack and damage rolls. You can rule
Sa
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important, so be prepared to track that if you are Leg Movement speed is halved
going to use it.
Arm / Hand Drop items being carried
When a creature is engaged with a single opponent and a
second opponent positions themselves directly behind,
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the creature is considered flanked. Attacks against a Optionally, apply a damage threshold to each effect. The
flanked creature receive a +2 modifier to their attack. If an effect will only take place if a certain threshold is reached.
additional opponent positions themselves behind the creature, The threshold value will vary widely depending on the type
the modifier increases by another +2. The modifier increases of creature and the desired effect.
by an additional +2 for every additional flanking opponent.
On their turn, the flanked creature can reposition themselves Modified Opportunity Attacks
by moving or changing the direction they are facing to negate
Any action or interaction that leaves you vulnerable
this condition.
to be attacked triggers an opportunity attack from
enemies within melee range.
EXAMPLE
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Actions that would provoke an opportunity
attack:
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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
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components. *
* This could be very taxing on some players, use with caution!
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If the thrower rolled higher than 10, you can round up the Sentinel Feat Fix
total to the nearest 5 (7 becomes 10, 13 becomes 15 etc.). If the
You have mastered techniques to defeat a creature’s attempt to
creature being thrown rolls higher than 10, they land safely
escape you, gaining the following benefits:
on their feet and don’t take any damage from losing balance.
• Whenever you hit a creature with an opportunity attack, its
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They take 1d4 bludgeoning damage for every 5ft they were
thrown otherwise. speed is reduced by 15ft until the end of that creature’s next
turn. This stops any movement they may have been taking.
• Creatures provoke opportunity attacks from you when
If The Creature Is An Enemy: attempting to leave your reach; even if they have an ability
Before you can attempt to throw an enemy, you must have that would normally allow them to ignore opportunity
them grappled. The thrower makes an athletics check to attacks
determine how far you can throw them. If you throw them • When a creature within your reach makes an attack against
into a solid object, the thrown creature takes 1d4 bludgeoning a target other than you (and that target doesn’t have this
damage for every 5ft they would have been thrown. If you feat), you can use your reaction to make a melee weapon
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throw this creature into another creature, the damage is split
evenly between them. The thrown creature can make a DC10
acrobatics check, taking half the damage on a success.
Players and the DM cannot reveal exact hit points Hand an item to another character
during combat. Instead, describe how wounded they
are with three levels of the Bloodied condition.
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so give it an AC of 15, but between 15 and 19 you would land
and add the +5 bonus as normal. Add 8 to the total (the max a glancing blow for half damage. It would take a 20 or above
value from the d8). The total damage is 1d8 +5 +8. to deal FULL damage. This is a great solution because it really
sucks when players fight something with high AC and miss
Optional Variants for Spells: all the time, this lets em still feel like they are hacking this
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Variant 1: When casting a spell, follow the Improved Critical monster down.
Damage method as outlined above, which will result in If you want more monster tips I have a video on Villain
potentially massive damage Actions that you can check out here: https://www.youtube.
Variant 2: When casting a spell, follow the regular rules for com/watch?v=Xua9kgK9W1Q&t=5s
critical hits, and not the Improved Critical Damage method
mentioned above.
Massive Hits
Variant 3: When casting a spell, allow players to re-roll any
When your attack roll exceeds the target’s AC by more
one die from their damage roll when they score a critical hit.
than 10, roll one additional damage die.
a +4 strength modifier using a two handed weapon would add This just makes sense and you could even enforce this
a +6 to their damage roll. mechanic as part of a monster ability or trap. If you cant move,
or are stuck in one place you aren’t going to be as nimble as
Do you like to homebrew?
We have conversations like this all the time over on our usual. Keep in mind that this works for your players too. If
discord server, so come join and chat with this awesome someone wants to grapple a creature for their ally to then
community! https://discord.gg/VkuvEHN trigger a Dexterity Saving Throw on it. More Combo moves!
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then they shake it off. Examples
• Rogue hiding in the bushes can have a “stealth check” be
their initiative for combat
Critical Failure and Success with • If you were trying to persuade someone or lie to someone
Spells right before a fight starts you could roll persuasion or
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deception for your initiative score
I have always thought it was lame that spell attack rolls can
critically hit, but saving throw spells can not.
If the target rolls a nat 1 on a saving throw vs a spell this Critical Success and Failure +10 / -10
counts as a critical failure. If they roll a natural 20 on Have big things happen on these situations on attack rolls/
their saving throw, it is a critical success skill checks
EXAMPLE Example for Attack Rolls: When you hit a target with an
Failing a Dex save vs a fireball means you really could not get attack that exceeds its AC by 10 or more, you can roll one
out of the way and you got hit point blank. You can decide additional weapon damage die and add it to the total damage.
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what this means for the character, maybe they take extra
damage or maybe the rogue can’t use their uncanny dodge
ability. You can describe this as the caster being just too
accurate or powerful with their cast, or a mishap in some way
New D&D Status Conditions
Overwhelmed
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by the target. You can also decide what critically succeeding on
a saving throw would give the target. Maybe it is no damage An overwhelmed creature suffers a -2 penalty to their attack
instead of half, or maybe it is 1/4 damage. rolls, saving throws and armor class.
Doomed
Hail Mary A doomed creature dies after failing two death saving throws
When making an attack you can choose to make it a rather than three.
Hail Mary. On a hit of any kind, you score a critical hit.
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If this feels like too much of a risk for you, maybe you give
the hail marry attack advantage. If it doesn’t feel like enough
of a risk, maybe it grants 2 levels of exhaustion, instead of just
one!? Maybe instead of a critical hit, it’s just one additional
die of damage?
Spell casters could do the same with potentially and choose
to push themselves to their limits to gain advantage at the cost
of a level of exhaustion, or maybe they can choose to expend a
number of hit dice to grant them this effect.