Using Dmg Optional Rules 5e

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Certain Spells, such as Contact Other Plane and Symbol, can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses. Using the optional rules on flanking in the DMG on page 251, would a caster who gains access to the Spiritual Weapon spell be able to use said weapon to trigger the advantage from flanking? Dnd-5e spells optional-rules flanking. Mar 22, 2015  I've been running a virtual table-top 5e campaign which naturally uses a grid for combat. So far I think it's fine. We use the DMG optional rule for flanking (two allies on opposite sides of an enemy grant advantage to each other's attacks against that enemy) and it works well so far, except for one issue. This variant rule expands on the variant rules for resting in the DMG, on p.267, which basically just present an 'easy mode' and 'hard mode' for the game. Codified Misunderstandings. Although it seems I, personally, read the rules for rest interruptions correctly, it seems that this was not the case for many others.

  • 1Resting
    • 1.2Resting Authority
    • 1.4More Types of Rests

Resting[edit]

This variant rule expands on the variant rules for resting in the DMG, on p.267, which basically just present an 'easy mode' and 'hard mode' for the game.

Codified Misunderstandings[edit]

Although it seems I, personally, read the rules for rest interruptions correctly, it seems that this was not the case for many others. The rule says a long rest is interrupted by, '[..] at least 1 hour of walking, fighting, casting spells, or similar adventuring activity [..]'. This has lead to thwo interpretations. Use whichever you prefer. A long rest is interrupted by..

Dmg optional rules 5e
Normal Rules.
Any amount of walking, fighting, spellcasting, or other adventurous activity adding up to 1 hour or more.
Misinterpretation.
  • 1 hour of walking
  • any fighting
  • casting any spells
  • other stuff

Resting Authority[edit]

By the RAW, players can potentially choose to rest anywhere, while it is up to the DM to present consequences for resting inappropriately. This can create slight confusion and accidental conflict in the group. On the one hand, it may make the players feel empowered to rest as they wish, consequences be damned- that a DM who interferes with that is somehow denying something that they 'deserve'. It can also swing the other way, causing the DM to feel that any player who attempts to rest at any time the DM did not plan is trying to cheat the balance of the encounter, and promptly punish them. To clarify: The RAW assumes that the players and DM are on the same side, not competing with one another, and that they play an equal role in the timing and efficacy of a rest. However, that still probably will not sit well with some people, so let's codify the variants so someone can state, in black-and-white, what the boundaries are at their table.

Rest Stops[edit]

Using Dmg Optional Rules 5e Test

This is for dungeon masters who do not appreciate resting as a defining economy element, and would rather consider only the intracharacter resource economics in isolation of it. This rule puts resting entirely in the hands of the DM as part of adventure construction, allowing challenges to be set up as gauntlets between pre-planned rests, giving the DM full control over the actual resource demand over the course of the adventure. In other words, it takes away the party's ability to create new resources outside of those that the DM offers to them- in fact making it possible for the party to miss out on replacement resources if they choose not to rest when prompted.

In this variant, the DM has full authority over when and where a short or long rest can happen. When planning an adventure, the DM is required to explicitly set up locations where the party is able to rest, called rest stops. The PCs cannot choose to rest anywhere other than such a rest stop. A rest stop can either be incidental, or comfortable. An incidental rest stop is a nice place to sit and take a breather, but really has no room to stay or do anything important. Only a short rest can be taken at an incidental rest stop. A comfortable rest stop is like that elusive 'perfect camping site' in the raw wilderness. It is a place where people could get comfortable, as the name implies, and possibly even live there for a few days if necessary. It is relatively protected, has easy access to necessities, and is in general a pleasant place to be. Both long and short rests may be taken at a comfortable rest stop.

The DM may make a comfortable rest stop where the party may only take a long rest. (For example, if you convince someone to let you rest in their home, they're kind of expecting you to stay a while, not just take a cat-nap on their couch and blow)

The DM may force the party to rest at a rest stop, if it is deemed an essential adventure element. If the DM does not appreciate the party having a chance of arbitrarily not having the anticipated resources for the upcoming challenges, the DM may simply impose this rule for every rest stop.

Rest Stop Limits
The DM may restrict the usage of rest stops. They may limit the number of times the party may rest at a given (or all) rest stop. (For example, 'You can only rest at this rest stop once, and then must continue on with the adventure.' or 'This rest stop can only be used three times, after which the water will be used up, and the spot will be useless.') The DM may put a 'cool-down' on a given rest stop. (For example, 'You can't rest at this stop again for 6 hours.') The DM may put a cool-down on resting in general. (For example, 'You must wait at least 4 hours between rests.') The DM may only allow resting at a rest stop under specific conditions. (For example, 'You can only rest here at night.' or 'You can only rest here if it is not raining.')
Rest Points
Some DMs may simply desire resting be limited, such that the party chooses where and when to rest more wisely, perhaps stretching out their rests as much as possible. This additional variant gives the party a pool of rest points, which can be spent to take a rest at a rest stop. This operates on the assumption that the DM has set up frequent enough rest stops that the party actually has some volition in their use of these points. (Giving them 5 rest points and making only 5 rest stops, separated by nearly full-demand gauntlets of encounters, would be rather draconian)

Free Resting[edit]

The opposite ruling is to give the party absolute free reign over when and where to rest at will. The caveat is that they are now subject to the impartial whims of the dice and the judgement of the DM. Under this system, the DM must assess how dangerous the party's rest location is, choosing it from a standardized risk rating. The DM then makes a check to determine if consequences occur, and how severe those consequences may be. This system requires the DM to be relatively prepared for the likely occurrence of consequences in the main locations the adventure takes place. It also requires the players to agree to accept both the DM's assessment of the situation, and the result the dice give. I'll leave it up to the DM to build random tables that suit their adventures.

Risk ranges from 1-10, (1 being pretty much peaceful, though with the faintest chance of misfortune, and 10 being the middle of an active dungeon or war zone with little to no cover) and acts as a modifier to the consequences roll. The roll is made it a d20. Any result under 10 should result in no consequences, while results over 10, 15, 20, 25, and possibly 30, should specify a variety of consequences, of increasing severity, with their exact subject matter based on the situation at hand. If the Dm determines there is absolutely no risk, then the roll is skipped.

Downtime from Resting[edit]

In the Adventurer's league, resting is awarded as a currency from adventures, and spent, (as in a transaction) for downtime activities. This works well in a highly structured, modular or adventure-based campaign, but doesn't really translate well to the sandbox play environment. This variant allows the use of abstract downtime currency in such a game, allowing downtime activities to happen 'off screen', thus keeping in-play attention on the more interesting situation at hand. This can be combined with rest stops, above, to create a well-defined structure for where the party may rest, thus regulating downtime income.

When resting, the party earns downtime based on how long a rest takes. Using the core rules model, and the ones provided in the DMG, the rewards should be as follows:

Days from Resting
RestCore RulesEpic HeroismGritty Realism
Short001
Long107

Of course, the DM may alter these values as he wishes, or create additional types of rests, such as a sabbatical, vacation, or short retirement. (See below) The key here is that the party has to rest together, or you will wind up with one of two scenarios:

1
Time gets distorted as players progress different amounts of time as spare time, but somehow persist in the same spacetime point.
2
Someone has to sit out or play another character, which is actually kind of the problem downtime and downtime activities were invented to solve.

You may additionally require that, in order to spend downtime on downtime activities, the party must take a long rest, or require that downtime activities are only handled at the beginning or end of the session.

More Types of Rests[edit]

Another expansion on to the resting system is to introduce more types of rests, or more ways of resting.

Breaks[edit]

One option is to incorporate the epic heroism rest variant, on p.267 of the DMG, but instead of replacing the normal resting rules, have them coexist with slight mechanical tweaks. Simply rename these as 'breaks'. So, for instance, you could take a short break, (5 minutes) or a long break, (1 hour). A break consists of less activity than a rest- typically nothing more than sitting/lying, breathing, eating/sleeping, or talking. A rest break may even involve a very short nap. Basically, they can't do much of anything for it to be considered a break. (So, for example, standing watch, doing research, tending a fire, etc. are all out of the question)

During a short break, a character may regain HP up to as much as their constitution bonus.

During a long break, a character also regains hit dice, as per a long rest, but still can not spend them. Spellcasters during a long break only restore half their maximum number of spell slots of each type, and only up to spell slots of spell level 5 can be restored in this way.

The benefit of a break is that it can happen literally anywhere, and requires absolutely nothing. No camp fire, or tents, or food, or anything- the characters could literally just plonk down anywhere and take a breather. As a consequence, it is possible to take a break after/while actively hiding. Any creature which discovers your presence during a break likely only does so entirely by accident, or because you made absolutely no effort to hide yourself prior to the break, as the party is making no activity which could attract undue attention.

Weekending[edit]

Another option is to incorporate the gritty reality rest variant, on the same page of the DMG as epic heroism, and again allowing them to coexist with the core rules resting. These bigger, longer rests are called weekends, and can either be a single weekend day, or a long weekend. A weekend can only be taken in an extremely safe place, such as in a settled area, or out in relatively tame wilderness. This allows the party to abstract their relaxation time while travelling, or between adventures, if they do not wish to play through every inconsequential conversation and shopping trip.

During a weekend day, the characters may do many activities, including some strenuous activity, such as chores, shopping, playing a sport, putting up with visiting relatives, or etc., and recieve all the same effects as a long rest. (This means two weekend days- a full 'weekend'- fully replenishes health currency) During a weekend day, the characters are generally distracted with leisure, and so do not have the time to prepare/replenish major class features or spell slots. (The benefit of a weekend day, vs. a long rest is mostly inconsequential. Their character is allowed to be a bit more active in roleplay)

During a long weekend, the characters spend a full week, (7 days) relaxing and enjoying their time. They replenish full health, hit dice, spells, and all features in this time.

This is basically the 'I'm going for a smoke break, call me when we get into another fight' rule. It allows play groups that are uninterested in the minutiae of the roleplaying experience to still have meaningful roleplay input- and at the same time put a 'fast forward' button on it so they can get back to the action sooner. In other words, you can have your cake and eat it too.

Back to Main Page → 5e Homebrew → Rules

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In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the adventurers face.

Going Mad

Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other Plane and , can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

Madness Effects

Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.
A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
Short-Term Madness
d100Effect (lasts 1d10 minutes)
01–20The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
21–30The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60The character must use his or her action each round to Attack the nearest creature.
61–70The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
76–80The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90The character is Stunned.
91–100The character falls Unconscious.

Long-Term Madness
d100Effect (lasts 1d10 × 10 hours)
01–10The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20The character experiences vivid hallucinations and has disadvantage on Ability Checks.
21–30The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks.
31–40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41–45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.
46–55The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.
56–65The character is Blinded (25%) or Deafened (75%).
66–75The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
76–85The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute.
91–95The character loses the ability to speak.
96–100
The character falls Unconscious. No amount of jostling or damage can wake the character.

Indefinite Madness
d100Flaw (lasts until cured)
01–15“Being drunk keeps me sane.”
16 - 25'I keep whatever I find.'
26–30“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50“I find it hard to care about anything that goes on around me.”
51–55“I don’t like the way people judge me all the time.”
56–70“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85“There’s only one person I can trust. And only I can see this Special friend.”
86–95“I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100“I’ve discovered that I really like killing people.”

Curing Madness

Dnd 5e Dmg

A Calm Emotions spell can suppress the Effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.

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