Homebrew Content

Welcome to the Ethorian homebrew system! This section contains all the custom rules, items, feats, spells, and modifications used in our campaign. Our homebrew content has been developed over multiple campaigns and carefully balanced for engaging gameplay while maintaining the spirit of D&D 5e.

Key Features of Our Homebrew System:

Important: All homebrew content requires DM approval before use in the campaign. When in doubt, discuss your character concepts and mechanical choices with the DM to ensure they fit the campaign's balance and narrative.

Campaign-Specific Rules

These homebrew rules modify standard D&D 5e mechanics to better suit our campaign style and player preferences.

📄 Download Complete Homebrew Rules PDF

Better Crit Damages

Whenever a player hits with a critical strike against an opponent, the amount of damage that would initially be rolled is now instead maxed out. The additional dice that would be rolled is still rolled and added to the maxed damage.

Example: A critical hit with a longsword (1d8) deals 8 + 1d8 damage, plus ability modifiers.

Improved Armor Class

"Glancing Blow" - Whenever an attack hits your AC exactly, the damage is halved. This stacks on top of resistances and saving throws.

Potions & Potion Actions

The required time to pull and quaff a potion changes from one action to one bonus action. This enables many classes, especially more melee/combat focused classes, the ability to down a healing potion or enhancing liquid without sacrificing their entire round of attacks.

  • Administering a potion to an unconscious character still requires an action
  • Handing off a potion to another individual already in hand only uses your movement and a free action (within 5 ft)
  • Taking an action to drink a potion results in maximum healing

Healing Temp Buff

Whenever you heal via potion or spell you gain temporary hit points equal to your proficiency bonus. You gain this temporary hit point buff only once from each source of healing.

Note: With this ruling, all temporary hit points now stack.

Mental Mages

When creating a mage that uses a spellcasting ability, you can choose any mental ability stat (Intelligence, Wisdom, Charisma) for its spellcasting ability.

This rule removes the Constitution Sorcerer option.

Martial Mages

When creating a martial character whose magics require you to use a mental ability such as the Eldritch Knight or Arcane Trickster, you can also choose to use your Constitution ability for your magics instead.

Improved Constitution

While leveling the character you may choose to take the average of the Hit Dice or roll for adding Hit Points. If you choose to roll for Hit Points and obtain a dice roll lower than the average of the hit dice, you would then take the average instead.

This roll must be observed by another player or the Dungeon Master.

Over-Exert Charged Abilities

Whenever you want to use an ability that has no charges (Charges, Points, Dice, Rage, etc.) you can expend another use of that ability by taking exhaustion levels per charge/resource used for the ability.

Throwing Accuracy

A weapon with the Throwing/Pulling property uses 'Dexterity or Strength'. A weapon that uses the loading property, such as a crossbow, only uses 'Dexterity'.

Quick Surveillance

Taking a view of your surroundings is a quick visual of the current state of the battlefield or encounter. During initiative, a character may make one Wisdom [Perception] check during their turn using a free action to do so. If a character uses a free action to do so, they cannot relay the information from the perception check on that turn as another free action unless it can be relayed in one or two words.

Warrior's Endurance

A long rest is never mandatory, but going without sleep does have its consequences.

  • Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion
  • After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest
  • The DC resets to 10 when you finish a long rest

Super Attunement

Magic Item attunement is no longer limited to only 3 attuned items. Item attunement is unlimited but once a creature not built to handle multiple attunements beyond 3 might start seeing magical side effects of being over attuned.

A variation of this spell is to limit attunement slots up to your proficiency bonus.

Multi-vantages

When gaining multiple advantages and disadvantages you start gaining a +1 to the dice roll for every advantage beyond the first source and the adverse for disadvantage. If there are multiple sources giving both Advantage and Disadvantage they continue to negate each other until the sources give a positive or negative effect to the roll.

Holding Turns

Instead of by the book only being allowed to hold an action during combat you can elect to hold your turn but can only be triggered by using your reaction to later trigger your held turn. When a player elects to hold their turn they must give a DM trigger to allow their turn to be triggered later on.

Magic Items & Equipment

These are custom magic items that have been created specifically for this campaign. Each has been balanced and approved for use.

Rope of Mending

Rope of Mending

Rarity: Common

Type: Wondrous Item

Properties: This magical rope can be commanded to mend itself when damaged or cut. As an action, you can speak the command word to cause the rope to repair any breaks or frays, restoring it to its original condition.

Description: A sturdy hemp rope with faint arcane runes woven throughout its length.

Bag of Colding

Bag of Colding

Rarity: Uncommon

Type: Wondrous Item

Properties: This bag maintains a cold temperature inside, similar to a modern refrigerator. Items placed inside remain fresh and preserved. The bag can hold up to 500 pounds of material.

Description: A leather satchel with a frosty exterior and cooling enchantments that preserve perishable goods indefinitely.

Deck of Minor Things

Deck of Minor Things

Rarity: Rare

Type: Wondrous Item

Properties: A less dangerous version of the Deck of Many Things. Drawing cards produces minor magical effects, boons, or small challenges rather than world-altering consequences.

Description: A deck of ornately illustrated cards with minor enchantments, perfect for those seeking adventure without catastrophic risk.

Displacer Cloak

Displacer Cloak

Rarity: Very Rare

Type: Wondrous Item (Attunement)

Properties: While wearing this cloak, your image appears to shift and blur. Attack rolls against you have disadvantage. If you take damage, this property ceases to function until the start of your next turn.

Description: A dark cloak woven from the hide of a displacer beast, granting its wearer the creature's signature displacement ability.

Charged Ring of Invisibility

Charged Ring of Invisibility

Rarity: Legendary

Type: Ring (Attunement)

Properties: This ring has 3 charges. While wearing it, you can use an action to expend 1 charge to cast the Invisibility spell on yourself. The ring regains 1d3 expended charges daily at dawn.

Description: An elegant silver ring with a clear gemstone that seems to fade in and out of view.

Additional custom items are available in individual item detail pages.

Homebrew Spells

Our campaign uses several custom spells and spell-related systems. Below are some key modifications to the spellcasting system.

Open Spell Lists

There are no longer spell class restrictions on spells - any character can take any spell. All spells are available to all spell casters.

Important: When creating a character or taking new spells it is highly recommended to discuss these choices with the other party members so there isn't too much spell overlap causing a loss in character identities.

Spell Preparations

If you are a prepared caster and don't plan on changing any spells after a long rest, the spell list that was already prepared previously is already available to the character. Otherwise any spell change will require a character to perform the preparation requirements.

Additionally, if a prepared caster does not wish to prepare all of their spells they can leave any number of prepared slots open to be prepared at a later time.

Ranger & Paladin Enhancements

  • Rangers are now prepared spell casters (instead of known spells)
  • Rangers and Paladins can now select two cantrips when taking the first level in either class

Spell Points System (Optional)

Using a variant System to cast spells from a pool of points gained after a long rest. This is a variant option in the 5e DMG.

Homebrew Modification - Casting Multiple 6th Level or Higher Spells: By the DMG you can only cast a 6th level or higher spell once per day using this spell casting method. The rule instead is you may cast any spell of 6th level or higher multiple times. Each time you cast the spell the amount of time greater than the normal amount of slots you would normally allow for, you double the total amount of spell points it would cost you. This cost increases exponentially for all spells cast beyond their normal spell slot limitations.

For a complete list of homebrew spells, see the dedicated spells section or download the complete homebrew PDF.

Class Features, Feats & Racial Traits

📄 Download Complete Homebrew Features PDF

Mentor's Insight

Type: Feat

Prerequisites: None

Through your vast experience and keen understanding, you have mastered the art of teaching and learning, becoming a guiding mentor to others and a diligent student yourself.

  • Ability Score Improvement: When you choose this feat, increase one ability score of your choice by 1, up to a maximum of 20.
  • Skill Proficiency: You gain proficiency in one skill of your choice in which you are not already proficient.
  • Teaching Mastery: You can use your action to teach a skill, ability, or spell you are proficient in to a creature you can communicate with. For the next hour, whenever the creature attempts a check related to the taught skill, ability, or spell, they can roll with advantage. This benefit can be used once, and then it cannot be used again until you finish a long rest.
  • Learning Affinity: When you are being taught a skill, ability, or spell, and you spend at least 1 hour practicing under guidance, you gain advantage on any ability checks related to learning this new skill, ability, or spell for the next 24 hours.

Swift Ritualist

Type: Feat

Prerequisites: 6th level Wizard

Benefit: Your advanced understanding of arcane rituals and efficient spellcasting techniques has significantly reduced the time required for you to perform ritual spells.

  • Accelerated Rituals: When you cast a spell as a ritual, the additional time required to perform the ritual is reduced from 10 minutes to just 1 minute. This represents your ability to quickly and efficiently set up and execute the necessary ritual components.

Arcane Devotion

Type: Feat

Prerequisites: 8th level Wizard

Benefit: You have developed a profound connection with a specific spell, allowing you to integrate it deeply into your magical repertoire through dedicated ritual practice.

  • Favored Spell Selection: Choose one spell from the Wizard spell list that is already prepared - this is now your Favored Spell. This spell must be of a level for which you have spell slots.
  • Ritual of Devotion: You can perform a special ritual to cast your Favored Spell without expending a spell slot. This ritual takes a number of hours equal to the spell's level to complete. During this time, you must be focused on the ritual without interruption. This ritual must be performed a number of times equal to the spell's level before Spell Integration can occur. If the ritual has not been performed in the last 1 year you must start this process over from the beginning.
  • Spell Integration: After performing the Ritual of Devotion the required amount of times for Spell Integration, the Favored Spell becomes a permanent part of your known spells. You no longer need to prepare this spell, and it does not count against the number of spells you can prepare each day.
  • Renewed Devotion: Once you have integrated a Favored Spell into your known spells, you can select a new spell from the Wizard spell list to become your next Favored Spell during a long rest. This process can be repeated, allowing you to gradually expand your repertoire of deeply understood spells.

Spelldriver

Type: Feat

Prerequisites: Spellcasting ability

Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, only one of them can be of 3rd level or higher.

The normal ruling for spell casting is to only cast one spell as an action without being able to cast another as a bonus action unless the spell cast as an 'Action' is a cantrip.

Better Arcane Archer

Type: Class Feature Modification

Class: Fighter (Arcane Archer)

The Fighter Arcane Archer's arcane shots are now equal to the character's proficiency bonus. Using a bonus action once per round, if you do not use an arcane shot, you may imbue your ammunition to gain a +1 to the attack and the ammunition is considered magical. This can only be added to non-magical ammunition.

Additional Game Systems

Flanking Rules

Status: In Use

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.

Spell Point System

Status: Optional for Spellcasters

Players may choose to use spell points instead of spell slots for more flexibility in spellcasting. See DMG p. 288-289 for base rules. Our campaign includes additional homebrew modifications for 6th level and higher spells (see Custom Spells section).

Experience Point Buy System

Status: Available

A homebrew system that allows players to spend experience points to gain additional abilities, features, or customization options beyond standard leveling. Details available in the full homebrew document.

Weapon Specialization & Signature Spells

Status: Available

An optional progression system that allows martial characters to specialize in specific weapons and spellcasters to develop signature spells with enhanced effects.

Achievement System

Status: Active

Players can earn achievements for completing specific tasks, reaching milestones, or performing exceptional feats. These achievements may grant mechanical benefits or special recognition within the campaign world.

Building Your Character

Ability Scores

Method: Point Buy (27 points) or Standard Array

Racial Bonuses: Use Tasha's rules for flexible racial ability score increases

Mental/Physical Flexibility: See our Mental Mages and Martial Mages homebrew rules for spellcasting ability options

Starting Equipment

Method: Choose class equipment or roll for starting gold

Additional: Starting equipment varies by campaign start - consult with DM

Backstory Requirements

  • Provide at least one meaningful connection to another party member (if applicable)
  • Include a personal goal or motivation
  • Describe your character's relationship to their family/homeland
  • Explain why your character became an adventurer
  • Consider how your character fits into the Ethoria campaign setting

Allowed Content

Core Books: Player's Handbook, Xanathar's Guide, Tasha's Cauldron of Everything

Additional Sources: DM approval required for other official content

Homebrew: Campaign-specific homebrew is available and encouraged - see sections above

Multiclassing: Allowed with DM approval and narrative justification

Leveling & Hit Points

See our Improved Constitution homebrew rule: You may choose to take the average of the Hit Dice or roll. If you roll lower than the average, you take the average instead. This roll must be observed by another player or the DM.

Planar Calendar System

Our campaign uses a custom Planar Calendar with 12 months of 30 days each, featuring unique moon cycles and seasonal markers. See the Planar Calendar section below for full details.

The Planar Calendar

Ethoria uses a unique calendar system with 12 months of 30 days each. The calendar features specific moon cycles and seasonal events.

Moon Cycles

  • New Moon: 🌑 Day 1 of each month
  • Full Moon: 🌕 Day 16 of each month

Seasons & Celestial Events

  • Spring Equinox: 🌷 Therendor Day 19 (Month 3)
  • Summer Solstice: 🌞 Nymm Day 20 (Month 6)
  • Autumn Equinox: 🍂 Rhaan Day 21 (Month 9)
  • Winter Solstice: ❄ Vult Day 20 (Month 12)

The Twelve Months

The calendar follows a 10-day week cycle with the following day names:

Days of the Week: Sul, Mas, Nos, Wir, Zor, Cal, Syt, Bik, Taf, Ish

  1. Zarantyr (January) - The month of deep winter
  2. Olarune (February) - The month of late winter
  3. Therendor (March) - The month of spring's awakening (Spring Equinox on Day 19)
  4. Eyre (April) - The month of early spring
  5. Dravago (May) - The month of late spring
  6. Nymm (June) - The month of summer's peak (Summer Solstice on Day 20)
  7. Lharvion (July) - The month of high summer
  8. Barrakas (August) - The month of late summer
  9. Rhaan (September) - The month of autumn's arrival (Autumn Equinox on Day 21)
  10. Sypheros (October) - The month of mid-autumn
  11. Aryth (November) - The month of late autumn
  12. Vult (December) - The month of winter's approach (Winter Solstice on Day 20)

Sample Month Calendar

Each month follows this structure with 30 days divided into 3 weeks of 10 days:

Sul Mas Nos Wir Zor Cal Syt Bik Taf Ish
1 🌑 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 🌕 17 18 19 20
21 22 23 24 25 26 27 28 29 30

The Planar Calendar is used for tracking in-game time, moon phases for certain spells and abilities, and seasonal events.

Quick Reference Sheets & Downloads

Download these PDF documents for offline reference and detailed information about our homebrew systems.

Homebrew Rules

Homebrew Rules PDF

Complete compilation of all house rules and game modifications

Homebrew Features

Homebrew Feats & Features

Custom feats, class features, and character options

Quick Reference

Combat Quick Reference

Essential combat rules and homebrew modifications at a glance

Planar Calendar

Planar Calendar

Full calendar with moon phases and seasonal events

Additional Resources