Character Creation
72 Point Stat Distribution
Rather than rolling for your stats, using the standard array, or using the point buy system to
determine your character's ability scores, you can instead distribute 72 points among your
abilities. I got this number from adding together the standard array points. The point buy total
also comes out to approximately 72.
You start with all of your character's ability scores set to 0, and you
distribute points to your six abilities from a pool of 72 points.
For example: You put 18 points in Strength, leaving you with 54 points left in your pool (72 - 18 =
54). You put 14 points in Dexterity, leaving you now with 40 points in your pool. Putting 13 points
in Constitution leaves you now with 27 points, 6 points in Intelligence leaves 21 points, and 10
points in Wisdom leaves 11 points, which is all that's left for the final Charisma score, for a
result of: STR: 18 — DEX: 14 — CON: 13 —
INT: 6 — WIS: 10 — CHA: 11
By default there's no limitations, but as an optional rule the DM can set a minimum and maximum
score, similar to the point buy system's minimum 8 and maximum 15. It's recommended to not have any
ability scores below 4.
If you're playing in a game with additional abilities, like Honor or Sanity, you can add 11 more
points to the pool for each additional ability (DMG p264).
Backgrounds
This is my version of custom backgrounds based on what's in the Player's Handbook (PHB
p126), what's in the current One D&D playtest, and what I've seen others similarly do.
Skill Proficiencies:
Pick 2
Tool Proficiency:
Pick 1
Feat:
Pick 1
Languages (Optional):
Replace any from your Race
50 gp worth of equipment
As an optional rule, you can choose any 2 languages instead of 1 tool proficiency.
You can use this as a template for existing backgrounds, where everything listed above would
essentially replace what's in the original background. The feat from the custom background would
replace the feature from the original background (e.g. Skulker replacing Criminal Contact
for the Criminal background), though you could choose to also keep the original feature as some
narrative flair if it makes sense for your character.
Here's two examples:
Criminal
Skill Proficiencies:
Deception, Stealth
Tool Proficiency:
Thieves' Tools
Feat:
Skulker
Herbalist
Skill Proficiencies:
Medicine, Nature
Tool Proficiency:
Herbalism Kit
Feat:
Healer
Race Ability Scores
This is essentially just the ability scores for custom lineages that's used in more recent books. You
ignore the given race ability scores and substitute them with your own.
Ability Score Increases:
Choose one of: (a) Any +2/+1 (b) Any +1/+1/+1
The DM can decide on a different ability score distribution; such as only +2/+1 being allowed, or
also allowing a +3 to one ability. You could also tie the ability score increases to the background
rather than the race, like how it's done in the One D&D playtest, if that makes more sense
(e.g. an Acolyte getting +2 WIS/+1 INT, or a Soldier getting +1 STR/+1 DEX/+1 CON).
Additional Starting Gold
This is a more precise variation of the additional higher level starting gold found in the
Dungeon Master's Guide (DMG p38). You would give the character the listed gp
based on their level, as well as the gp and equipment they get from their background and class at
1st level.
The "To Next Level" column shows how much gold is added from one level to the next, to better show
how the numbers are distributed.
Level |
GP |
To Next Level |
1 |
0 |
+100 |
2 |
100 |
+200 |
3 |
300 |
+200 |
4 |
500 |
+250 |
5 |
750 |
+250 |
6 |
1,000 |
+500 |
7 |
1,500 |
+500 |
8 |
2,000 |
+1,000 |
9 |
3,000 |
+1,000 |
10 |
4,000 |
+1,000 |
Level |
GP |
To Next Level |
11 |
5,000 |
+2,500 |
12 |
7,500 |
+2,500 |
13 |
10,000 |
+2,500 |
14 |
12,500 |
+2,500 |
15 |
15,000 |
+2,500 |
16 |
17,500 |
+2,500 |
17 |
20,000 |
+10,000 |
18 |
30,000 |
+10,000 |
19 |
40,000 |
+10,000 |
20 |
50,000 |
|
As an option, you could also add another 1d10 × 25 gp for levels 1-10, and 1d10 × 250 gp
for levels 11-20, like what's listed in the Dungeon Master's Guide.
Alternatively, you can use the simple formula of (y
× 10)2, with the y being the character's
level.
For example: A 6th level character's additional gold would be (6 × 10)2,
or [(6 × 10) × (6 × 10)] = (60 × 60) = 3,600. While easier to remember, this
method will give approximately three times as much gold as the default homebrew method up until end
game higher levels. You could also always change the numeric value (10) to adjust the amount as you
see fit.
Classes
Monk - Way of the Four Elements Custom Disciplines
This is for custom Elemental Disciplines, to give more options to choose from. Most disciplines just
cast spells, like Fist of Four Thunders casting the Thunderwave spell, so my homebrew for this
subclass is to allow for custom spell disciplines. Spells are taken from the sorcerer spell list, as
the sorcerer has more elemental themed spells than the other classes.
Allowing custom Elemental Disciplines turns the Four Elements monk into a kind of inverted warlock,
where the warlock has many spells and few spell slots and the Four Elements monk has few spells
(disciplines) and many spell slots (ki points).
An Elemental Discipline is a magical effect and not a spell, but must abide by the rules of the
spell (e.g. targeting one creature you can see, or concentration). It can still be
dispelled by effects like the Dispel Magic spell.
You can choose any sorcerer spell as a custom Elemental Discipline:
Up to a 1st level spell at level 3
Up to a 2nd level spell at level 5
Up to a 3rd level spell at level 9
Up to a 4th level spell at level 13
Up to a 5th level spell at level 17
The ki point cost to use the Elemental Discipline is the level of the spell plus 1 (e.g.
the 3rd level spell Lightning Bolt costs 4 ki points).
You can only target yourself if a custom Elemental Discipline spell targets a willing creature or
otherwise benefits a creature (e.g. Jump or Water Walk).
You can still upcast a custom Elemental Discipline spell if you're capable of doing so.
By default, the ruling is that an Elemental Discipline isn't technically casting a spell, to allow
synergy with multiclassing other classes like the barbarian. The Shadow monk's Shadow Arts also
function similarly to Elemental Disciplines, but are written as duplicating a spell effect rather
than actually casting a spell, so the Four Elements monk should work the same way. The DM can
instead decided to abide by the original ruling of the disciplines counting as spellcasting
(PHB p80).
You can only target yourself with beneficial spells to keep it balanced and consistent with the other
Elemental Disciplines.
Magic Items
Categories
This is a comprehensive template for custom magic items. This doesn't replace all the other magic
items, it just adds more options within a simple template for easier magic item creation.
There are four separate categories of magic items: weapons, armor, shields, and other. "Other"
encompasses anything that can be held or worn and isn't considered a weapon, armor, or a shield
(e.g. a ring, a cloak, a wand, smith's tools, playing cards, etc).
All types of magic items can cast spells contained within them and can contain one magical
enhancement. Weapons, armor, and shields can have plus modifiers, and only weapons and armor can
have one special material. The rulings for all these item effects work with one another, so their
descriptions are with that assumption. You can choose to change those rulings, using the official
D&D rules or your own.
Weapon |
Armor |
Shield |
Other |
Spells |
1 Enhancement |
Plus Modifier |
1 Special Material |
Any character of any class can use a magic item. There are no restrictions.
To compensate for how magic items work with these rules, an artificer feature and a Thief rogue
feature should change. Changes in italics.
Artificer
Magic Item Savant: 14th level
Your skill with magic items deepens:
You can attune to up to five magic items at once.
You can use a magic item you are not attuned to.
Rogue - Thief
Use Magic Device: 13th level
By 13th level, you have learned enough about the workings of magic that you can
improvise the use of items even when they are not intended for you. You can use a magic item
you are not attuned to.
Spells and Charges
The magic items in this homebrew essentially primarily cast spells, similar to magic items like the
Boots of Levitation, rather than having their own unique effects.
You can add any number of any level 1 through 9 spells to a magic item.
A magic item can have up to 9 charges, which act similar to spell slots, and needs a minimum
number of total charges equal to the level of the highest level spell it contains in order to
cast any spells. All spells within the magic item pull from the same pool of charges.
To cast a spell from the magic item, you must expend a number of charges equal to the spell's
level, exactly like regular spellcasting. You can also upcast the spell for each additional
charge you expend.
For example: You have a wand of Fireball with a total of 4 charges
[◈◈◈◈]. Fireball, a 3rd level spell, can be cast at either
3rd level by expending 3 charges [◆◆◆◈], or 4th
level by expending 4 charges [◆◆◆◆], but cannot be cast at a higher
level as the magic item doesn't contain enough charges for a 5th level or higher
upcast [◆◆◆◆⨯]. If the wand has only 2 charges left of its total
of 4 [◈◈◇◇], Fireball cannot be cast, as it requires a minimum of 3
charges.
The magic item regains 1 expended charge per long rest.
Adding any spells to an item makes it magical, and adds the attunement requirement to the item,
but does not bypass resistances. Only silver weapons can overcome resistances and immunities to
attacks and damage.
The number of charges a magic item has is revealed when the magic item is identified.
Additionally, when an item regains charges, the creature attuned to it learns how many charges
it has.
Spell save DC = 8 + your proficiency bonus
Spell attack modifier = your proficiency bonus
By default, there is no hard limit on the number of spells in a magic item. The balance behind this
is that the resource cost and the default ruling for charges creates a soft limit. As an optional
rule, the DM could decide to place a hard limit on the number of spells in magic items.
The default 9 charge limit is to weigh the magic item in favor of lower level spells, with only one
9th level spell able to be cast with max charges, but as an optional rule the DM can
choose to change the charge limit number. The DM can also decide to change how frequently a magic
item recharges, like 1 charge per dawn instead of 1 charge per long rest.
The exclusion of ability modifiers in spell attacks and spell saves is to allow non-casters to cast
spells, and for magic items to be weaker and not overshadow spellcasters.
Cantrips aren't included since I couldn't find an elegant way to balance them, as they're
infinite-use spells that scale with a character's level.
Enhancements
Enhancements are extra effects the magic item can do. All of the enhancements I've listed are pulled
from items in official D&D books that share a similar effect. This isn't an exhaustive list and is
open to as many additional custom enhancements you want to add.
An item may only have 1 enhancement.
Adding an enhancement to an item makes it magical, and adds the attunement requirement to the
item, but does not bypass resistances. Only silver weapons can overcome resistances and
immunities to attacks and damage.
Weapon Enhancements
Elemental Weapon:
Choose an elemental type from acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.
When you hit with an attack using this weapon, the target takes an extra 1d6 damage of the
chosen elemental type.
Slayer Weapon:
Choose a creature type from aberration, beast, celestial, construct, dragon, elemental, fey,
fiend, giant, monstrosity, ooze, plany, or undead.
When you hit a creature of the chosen type with this weapon, the creature takes double
damage of the weapon's type.
Returning Weapon:
This weapon returns to your hand immediately after it is used to make a ranged attack.
Elemental weapons are effectively a broader version of weapons like Flametongue or Frostbrand. Slayer
weapons are like a broader and more consistent version of weapons like the Giant Slayer or Dragon
Slayer Longsword. Returning weapons are essentially the artificer infusion of the same name
(ERLW p63) without the +1 bonus.
The DM can choose to restrict certain elemental types or creature types, or add humanoid creature
types—like goblins or dwarves—which are excluded by default.
Armor Enhancements
Elemental Armor:
Choose an elemental type from acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.
You have resistance to damage of the chosen elemental type while you wear this armor.
Cast-Off Armor:
You can don or doff this armor as an action.
Glamoured Armor:
While wearing this armor, you can use a bonus action to speak the armor's command word and cause
the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like, including color, style, and accessories, but the armor retains its
normal bulk and weight. The illusory appearance lasts until you use this property again or
remove the armor.
Mariner's Armor:
While wearing this armor, you have a swimming speed equal to your walking speed. In addition,
whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet
toward the surface per turn.
Elemental armor is just the Armor of Resistance (DMG p162). Cast-off armor is directly
from Xanathar's Guide to Everything (XGE p136). Glamoured armor is a broader
version of Glamoured Studded Leather (DMG p172). Mariner's armor is directly from the
Dungeon Master's Guide (DMG p181).
Shield Enhancements
Elemental Shield:
Choose an elemental type from acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.
You have resistance to damage of the chosen elemental type while you hold this shield.
Shield of Protection:
You gain a +1 bonus to all saving throws while you hold this shield.
Shields of protection are essentially the Ring of Protection (DMG p191) without the +1
AC bonus.
Other Enhancements
Elemental Item:
Choose an elemental type from acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.
You have resistance to damage of the chosen elemental type while you while you wear or hold this
item.
Item of Protection:
You gain a +1 bonus to all saving throws while you wear or hold this item.
Lucky Item:
You gain 1 Luck point.
Whenever you make an attack roll, an ability check, or a saving throw, you can spend the Luck
point to roll an additional d20, and choose which of the d20s is used. You can also spend the
Luck point when an attack roll is made against you. Roll a d20, and then choose whether the
attack uses the attacker's roll or yours.
You regain the expended Luck point when you finish a long rest.
Lucky items are a weaker item version of the Lucky feat. I personally dislike the Lucky feat, as it
encourages metagaming and mary sue characters, so lucky items are my compromise replacement to the
Lucky feat. A character can still get the full Lucky feat—with 3 Luck points—by attuning
to 3 lucky items, thus using up all 3 of their attunement slots.
If you're playing in a game that doesn't prohibit the Lucky feat, you can combine the Luck points
from your lucky items with the Luck points from the Lucky feat, for a maximum of 6 Luck points, the
same as the Lucky feat from the One D&D playtest.
Plus Modifiers
Add a +1, +2, or +3 bonus to attack and damage rolls for weapons, or a +1, +2, or +3 bonus to AC
for shields and armor.
The modifier can be upgraded.
Adding a plus modifier to an item does not make it magical and does not add the attunement
requirement to the item.
This is essentially just the standard rule for plus modifiers from the Dungeon Master's
Guide. I removed plus modifiers turning items magical because that never really made sense
to me. I view the plus modifiers as the item instead having better craftsmanship, and use silver
weapons as the replacement for overcoming resistances. Making plus modified weapons non-magical also
allows for spells like Magic Weapon to be used on it.
Special Materials
Special materials are rare materials that the item is made out of or coated in that confer special
properties. These materials include silver, mithral, and adamantine.
An item can be made of only one special material.
Adding a special material to an item does not make it magical and does not add the attunement
requirement to the item.
Silver:
You can coat a single weapon, armor, or 10 pieces of ammunition in silver for 100 gp.
Weapon:
Silver weapons count as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Armor:
While wearing silver armor you have a +1 bonus to AC against spells and other magical effects.
Mithral:
You can coat a single weapon or armor in mithral for 250 gp.
Weapon:
Mithral weapons weigh half as much and remove the Heavy property.
Mithral is too light to be used for ammunition.
Armor:
If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the mithral version of
the armor doesn't.
Adamantine:
You can coat a single weapon, armor, or 10 pieces of ammunition in adamantine for 500 gp.
Weapon:
Whenever an adamantine weapon or piece of ammunition hits an object (not a creature), the hit is
a critical hit.
Armor:
While wearing adamatine armor, any critical hit against you becomes a normal hit.
Adamantine is too rigid to be used on Light armors.
Silver weapons, mithral armor, and both adamantine weapons and armor are directly from the
Dungeon Master's Guide. I added silver armor and mithral weapons to give players more
options for item upgrades. The silver armor is like the Ring of Protection's +1 AC benefit, but only
for magical effects, to keep in the theme of silver being strong against magic. The mithral weapons
are so small races can wield Heavy weapons, with the weight reduction so the special material can
benefit everyone. There's no mithral ammunition because ammunition weight is already in fractional
ounces, and there's no adamantine Light armor to keep consistency with official source books not
listing any.
Crafting
Items
This is a kind of "speed crafting" variation of the crafting rules found in the Player's
Handbook (PHB p187) or Xanathar's Guide to Everything (XGE
p128), which I came up with to be simpler and to have crafting more accessible to
players. This particular section is intended only for mundane items.
You can craft any item as long as you have proficiency in the appropriate tools and access to
those tools or their equivalent, as well as x gp worth of materials
necessary to create the item.
The cost of materials necessary is equal to half the market value of the item (rounded down).
Each hour's worth of work makes 5 gp worth of that item.
Another character can help in crafting, adding 5 extra gp per hour worked per additional person.
With these rules, it would take a single player one hour to make a shortsword worth 10 gp, which
would take one work day using the Player's Handbook rules; and it would take 50 hours
(about 6 work days) for a 500 gp item with these rules, or 100 work days with the Player's
Handbook rules. I feel it's unnecessary to be that restrictive, since players likely
already won't want to spend 6 days crafting a single item rather than adventuring, and 100 days is
effectively telling the players that crafting is never allowed.
You can adjust the time/cost amount as you see fit, such as 1 hour per 1 gp, or 2 hours per 5 gp,
or have a minimum time cost, like a minimum of 1 hour regardless of cost. This could also apply to
crafting anything, like magic items.
Magic Items
This is more or less the same template as mundane item crafting, but for magic items that use the
custom magic item homebrew.
You can craft a magic item as long as you have access to a magical forge or its equivalent, as
well as x gp worth of materials necessary to create the magic item.
To add a spell to a magic item, you must cast the spell once during it's crafting. You can also
cast the spell with a spell scroll.
Each hour's worth of work makes 10 gp worth of that magic item.
Another character can help in crafting, adding 10 extra gp per hour worked per additional
person.
Upgrade Cost
Type |
GP |
Hours Worked |
Spells |
see Spell Scrolls |
+1 Charge |
500 gp |
50 hrs |
Enhancement |
1,000 gp |
100 hrs |
Silver |
100 gp |
10 hrs |
Mithral |
250 gp |
25 hrs |
Adamantine |
500 gp |
50 hrs |
Plus Modifier Cost
Type |
GP |
Hours Worked |
+1 |
1,000 |
100 hrs |
+2 |
4,000 |
400 hrs |
+3 |
10,000 |
1,000 hrs |
+4 |
20,000 |
2,000 hrs |
+5 |
35,000 |
3,500 hrs |
I made a "magical forge" a requirement over tools and tool proficiencies to create a special object
the players don't inherently have access to and need to interact with to create a magic item. A
magical forge can be an actual magical forge, like the Forge of Spells, but it could also be
something else entirely, like a celestial spaceship or a benevolent genie. Pick the object that best
fits your campaign.
The cost of adding a spell to a magic item is the same cost as crafting a spell scroll.
By default, the plus modifiers only go up to +3, but I listed the cost of +4 and +5 modifiers if you
wanted to play with the optional rule of higher plus modifiers.
I made the cost of crafting magic items cheaper than mundane items since the cost is significantly
higher, and to incentivize players to craft their own unique magic items.
This is a variation of the spell scroll crafting rules from Xanathar's Guide to Everything
(XGE p133).
You can craft a spell scroll as long as you know the spell and have the material components
necessary to cast the spell.
The cost of crafting a spell scroll is equal to half the market value of the spell scroll
(rounded down).
Each hour's worth of work makes 10 gp worth of spell scroll.
Crafting spell scrolls is a solitary task; another character cannot help in crafting.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were
1st level.
Spell Scroll Cost
Level |
GP |
Hours Worked |
0 |
50 gp |
5 hrs |
1 |
250 gp |
25 hrs |
2 |
500 gp |
50 hrs |
3 |
1,000 gp |
100 hrs |
4 |
2,000 gp |
200 hrs |
Spell Scroll Cost
Level |
GP |
Hours Worked |
5 |
4,000 gp |
400 hrs |
6 |
8,000 gp |
800 hrs |
7 |
16,000 gp |
1,600 hrs |
8 |
32,000 gp |
3,200 hrs |
9 |
64,000 gp |
6,400 hrs |
There's no Arcana proficiency requirement for these rules, but the DM may choose to require it.
The cost on this list is higher at lower levels and lower at higher levels compared to Xanathar's
Guide to Everything, with the numbers doubling at each level. As an option, you can change
the value of the 1st level spell scroll cost and double each subsequent number to get the
value of the rest of the spell scrolls, and divide the 1st level spell scroll cost by 5
for the cantrip cost, to keep with formula I used. Alternatively, you can use the costs from
Xanathar's Guide to Everything, and choose whether that also applies to magic item spells.