5E Blokes

D&D Rules, Tools and Homebrews (and even a rhyme)

Quaffing Heal Pots 

Healing Potions during combat only require a Bonus Action to use but you can carry a maximum of four on your belt. 


All other potions follow the standard Action rule. This rule takes into account that a typical adventuring party is always prepared and thus keeps their healing potions, their potential life blood, at the ready all the time. Healing Potions are also brewed to be quick acting and easier to swallow. There isn’t room for their Potions of Storm Giant Strength or Potions of Flying on their belt but there is ALWAYS room for the healing ones. Despite a Bonus Action, you can still only quaff One Potion of Any Kind per Turn. This rule does not change the rule of administering a potion to someone else (full action).

Potions heal maximum when drunk carefully, outside of combat. 

Inspiration 

When you have Inspiration, you can expend it to either give yourself Advantage on a d20 Test or reroll a Dice Test

GAINING INSPIRATION

The main way a character gains Inspiration is by rolling a 20 for a d20 Test. The DM can also award Inspiration to a character who’s done something that is particularly heroic or amusing.

ONLY ONE AT A TIME

You can never have more than one instance of Inspiration. If something gives you Inspiration and you already have it, you can give Inspiration to a player character in your group who lacks it.

LOSING INSPIRATION

If you still have Inspiration when you start a Long Rest, you lose that Inspiration.

New UA Inspired Rulesets (10-21-22)

JUMP [ACTION]

With the Jump Action, you attempt to leap more than 5 feet (a jump of 5 feet or less is treated as Difficult Terrain). When you take this Action, your Speed must be greater than 0, and you must make a DC 10 Strength Check (Acrobatics or Athletics). If you don’t Move at least 10 feet immediately before this Action, you have Disadvantage on the check. 

On a failed check, you leap 5 feet horizontally or vertically.

On a successful check, the check’s total determines the distance in feet that you can clear horizontally, or half that total if you’re jumping vertically (round down). This jump doesn’t expend your movement, but the distance you clear can’t exceed your Speed.

LIGHT [WEAPON PROPERTY]

When you take the Attack Action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your Ability Modifier to the extra attack’s damage. You can make this extra attack

only once on each of your turns. 

For example, if you take the Attack Action on your turn and have a Shortsword in one hand and a Dagger in the other—each of which has the Light property—you can make one attack with each weapon, but you don’t add your Strength or Dexterity Modifier to the damage roll of the second weapon.

Critical Success & Failure (12-18-22)

Critical Success & Failures in combat require a second roll before being confirmed.

Roll a natural 1

Roll a natural 20


Exception to Nat 20: If ONLY a 20 would result in a hit, it cannot be a Critical Hit and is normal dice damage. Inspiration is still gained, however.

Cost of Living & Leveling

Every character must pay their Level*10 in gold per Ten-Day Cycle for Cost of Living coverage. Leveling has a chart below to advance.


The Ten-Day Cycle cost of living covers all the daily needs of an adventurer including room and board at an Inn, ration resupply for the road and feed for mounts if applicable. The cost also includes spell reagents, mending repairs for clothing, armor and weapons as well as ammunition. The idea is to reduce bookkeeping of the many needs of adventurers between encounters without removing the realism of living life. 


The Leveling cost covers the required materials, training and instruction needed to advance to the next level.

Level GP Cost to Level

2 160

3 360

4 640

5 1000

6 1440

7 1960

8 2560

9 3240

10 4000

11 4840

12 5760

13 6760

14 7840

15 9000

16 10240

17 11560

18 12960

19 14440

20 16000

Time Periods & Travel

The standard 24 hour day is broken up into six Time Periods each Four hours long. The Time Periods are as follows:


Midnight (10pm to 2am) - Sleep

Predawn (2am to 6am) - Sleep

Morning (6am to 10am) - Travel

Midday (10am to 2pm) - Travel

Twilight (2pm to 6pm) - Forage

Dusk (8pm to 10pm) - Downtime

At a Slow Pace, the party is moving carefully and quietly. They gain Advantage to all checks to perceive danger and all hostile creatures suffer Disadvantage to detect the party. In addition, the party can forage for food normally if they maintain a slow pace for the entire day. Finally, navigation checks enjoy Advantage when moving at a Slow pace. The party’s speed, however, is reduced to ¾ the speed of Normal per Time Period.


At a Normal pace, the party travels normally. They may forage for food with Disadvantage and navigation checks are done normally. The party travels at their standard speed per Time Period  for the mode they are using.


At a Fast pace, the party travels more quickly. While traveling at a Fast Pace, the party cannot forage for food at all. They suffer Disadvantage all checks to perceive dangers and on navigation checks. Hostile creatures enjoy Advantage on checks to detect or track the party. The party travels at 1 ¼ the speed of normal.


Although you can change your pace at any time, each period uses the fastest pace traveled for determining factors such as foraging and encounter detection. More available in the complete Traveling rules.

Influence (Action) as per New UA Ruleset (11-17-22)

With the Influence Action, you can try to influence another creature to do something you request or demand. This Action can be used only on creatures controlled by the DM, and it isn’t mind control; it can’t force a creature to do something that is counter to the creature’s alignment or that is otherwise repugnant to the creature.

This Action has three main parts: Attitude, interaction, and a Charisma Check.

ATTITUDE

A creature’s Attitude determines how a character can influence that creature. Each DM controlled creature has one of the following Attitudes toward the player characters: 

Indifferent. This is the default Attitude for DM controlled creatures. An Indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature’s indifference doesn’t necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma Check is often

necessary when the adventurers try to persuade an Indifferent creature to do

something. 

Friendly. A Friendly creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, Friendly creatures often help happily. If an element of personal risk is involved, a successful Charisma Check might be required to convince a Friendly creature to take that risk.

Hostile. A Hostile creature opposes the adventurers and their goals but doesn’t

necessarily attack them on sight. The adventurers need to succeed on one or more

challenging Charisma Checks to convince a Hostile creature to do anything on the party’s behalf; however, the DM might determine that the Hostile creature is so ill-disposed toward the characters that no Charisma Check can sway it, in which case the first check fails automatically and no further Influence attempts can be made on the creature unless its Attitude shifts.

INTERACTION

When you take the Influence Action, either roleplay how your character interacts with the creature or describe your character’s behavior— focusing on your character’s request or demand. If the interaction is especially suited to the

creature’s desires and outlook, the DM might grant Advantage to your subsequent check or might temporarily shift a Hostile creature to Indifferent or an Indifferent creature to Friendly. Similarly, if the interaction is particularly irksome to the creature, the DM might impose Disadvantage on your subsequent check or

might temporarily shift a Friendly creature to Indifferent or an Indifferent creature to Hostile.

ABILITY CHECK

To determine whether your request or demand is successful, you make a Charisma Check (Animal Handling, Deception, Intimidation, or Persuasion); the applicable Skill depends on the interaction, with Animal Handling being reserved for Beasts and Monstrosities. Also, each request or demand requires a different check. The creature’s Attitude determines the DC required to achieve a specific response, as

shown in the Influence Responses table. 

Influence Responses

DC Indifferent Creature’s Response

10 The creature does as asked, as long as no risks or sacrifices are involved.

20 The creature accepts a minor risk or sacrifice to do as asked.

DC Friendly Creature’s Response

10 The creature accepts a minor risk or sacrifice to do as asked.

20 The creature accepts a significant risk or sacrifice to do as asked.

DC Hostile Creature’s Response

10 The creature offers no help but does no harm.

20 The creature does as asked, as long as no risks or sacrifices are involved.

Understanding Passive Rules & The Classic "Search for the list"

These are direct game play examples of how Passive Skill Checks operate in our world of 5E. Keep in mind that you can improve your chances with every check by increasing the attributes associated with the skill checks as well as some feats and even magic items that impact your checks. 


Secret Doors: Passive Perception will reveal either its location or that its present in the current vicinity depending on the complexity of the hiding mechanics involved. Active Perception check only needed when the exact location cannot be passively determined (complex hiding scheme). Active Investigation skill check (roll) will determine how to access/open the discovered passage. 


Trap: Passive Perception will reveal either its location or that its present depending on the complexity of the hiding mechanics involved. An Active Investigation must be completed by someone with Thieves Tools (and a proficiency in them) to determine the trap design. Disarming the trap requires a Disarm Trap (DEX - with Thieves Tools prof) roll. If the Active Investigation was successful, then the disarm roll is at advantage. 


Surprise Rolls: Passive Perception is used for setting the DC for opponents to roll against when attempting to sneak up on you or utilize their Stealth skill. A higher Passive Perception will help prevent Surprise events.


Get a Feel for Someone: Passive Insight could glean you information about someone when you meet them. An active Insight check is used for a social encounter, detecting a lie, etc. but the Passive Check will give you some notion immediately of “which way their wind blows”.


See Past Illusions: Passive Investigation allows you to naturally deduce something from observing other things around. This helps you in seeing through illusions using markers of the environment around you. When you encounter an illusion, the DM checks its DC vs your Passive Investigation. If you beat it, you will see “problems” with the item which you could further actively investigate potentially breaking the illusion.


Connect the Dots: Passive Investigation is also used more on the DM side to assist with putting clues together especially when players are struggling to “get the hints”. The better the passive investigation, the more that can be deduced from what information you have gathered.