Rule Changes
All wands, staves and rods found after 6/1/1159 require a spell to add charges. See spell descriptions of Charge Wand, Charge Rod and Charge Staff for particulars. Such items which change owners after that date will have the new rules applied to them.
Staff of the Magi cannot absorb static spells, such as wall of force. It can, however, absorb spells from any source, not just Magic Users.
At-will abilities (such as demon powers) can be resisted with Magic Resistance. Effects like breath weapons do not count as such, though.
Unnatural aging from spell casting and Haste. The following proportionate numbers apply to all races
Wish, Alter Reality, Resurrection Gate Haste, Limited Wish Restoration
Dwarf 11 19 4 8
Dwarf, Mt. 13 22 4 9
Elf, Aquatic 30 50 10 20
Elf, Drow 25 42 8 17
Elf, Grey 50 83 17 33
Elf, Grugach 50 83 17 33
Elf, High 40 67 13 27
Elf, Wood 34 56 11 23
Gnome 19 31 6 13
Gnome, Deep 19 31 6 13
Half-Elf 8 14 3 5
Halfling 5 8 2 3
Half-Orc 2 3 1 1
Human 3 5 1 2
A few non-human characters have been around long enough to have non-proportional aging on their sheets. If such a character drinks a Longevity potion, the years removed will come off the old-non proportional aging first, until it’s gone. However, any Elixir of Youth will come off the current, proportional aging.
Any potion, oil or the like will be automatically miscible with another dose of the same named potion, oil, etc.
THIEF AND ASSASSIN CLASSES These two classes are underplayed because, as written, they are relatively weak. So, I am ‘beefing them up.’ Thieves and Assassins can backstab with any missile weapon they are proficient with in their thief or assassin classes. The thief-acrobat class may be ignored, as all thieves have all of the ‘acrobat’ abilities. Assassins gain these abilities as a thief two levels lower than their assassin level. Remove Traps extends to magical traps. Thieves and assassins know magical solvents and chemicals which can destroy the enchantments of glyphs, runes and the like. The chance to remove such a trap is the same as a chance to remove non-magical traps, but failure always means the trap goes off. Thief and assassin backstab multiplier will include the plus of the weapon used, including the sum of bow and arrow, but not sharpness oil, strength, or other enchantments or modifiers.
In addition, the maximum level for assassins has been increased to 22, with an experience range of 500,000 per level. There are no maximum number of assassins of any particular level, and assassins over level 14 gain some additional abilities not listed in the Player’s Handbook. Also note that there is no limit to the number of level 22 assassins that can exist.
Fighters who start out multi-classed may become specialized (or double specialized) with one limited wish, provided they have enough proficiencies to otherwise do so. These same characters may get the benefit of their highest hit point class by using one limited wish to ‘disallow’ the averaging of hits for one class per limited wish. Thus, a fighter/magic-user/cleric could become a specialist whose fighter hits were considered his actual hits with three limited wishes – the same way a single classed fighter, already specialized, could become a fighter/magic-user/cleric with two (or more, if ratings were not high enough) limited wishes.
Non-weapon proficiencies, weapon proficiencies and language ability. Reading and Writing of a language costs one NWP. Most languages have their own written form, except those used by creatures whose average intelligence is below average, who have none (or who use a debased form of some other script, like Orcs do with Elven). A character can use a NWP to learn read and write of a language with a different script, or you could use a language slot to do so. A character may use weapon proficiencies to buy non-weapon proficiencies. A character may learn as many languages as they have intelligence points.
Phylactery of Faithfulness. As written, it seems like it might be useful for a new player, but kind of useless for anyone who has been around for a while. All it really does is tell you if you're about to do something that would be unacceptable by your deity, and you probably all know that by now. Assuming the player does, indeed, stay within limits of behavior for his deity, then he will be rewarded with one deity spell per level per day, in addition to all other spells castable. If you've annoyed your deity with your behavior, you won't get the bonus spells. It will continue to warn you away from specific behavior, too. If you *really* annoy your deity, you won't get *any* deity spells - and if you push it beyond that, you won't get any spells. Never seen that happen, though.
Magic-users and Illusionists with very high intelligence can memorize spells faster than the 15 minutes per level noted in the Player's Handbook on page 40, as so:
Intelligence Time required
15 90%
16 80%
17 70%
18 60%
19+ 50%
For example, in order to memorize a level four spell, the normal time required would be one hour. However, at the levels of Intelligence listed above, that would be reduced to 54 minutes, 48 minutes, 42 minutes, 36 minutes, and 30 minutes. This can have a major effect if you are memorizing a large number of spells, and/or high level spells.
Exceptional strength bows cost as follows. 'Material' refers to the minimum strength of material needed to make a bow with such a pull.
Maximum strength % of normal Cost in GP Material GP Weight Needed + To Hit + On Damage Magic
18:00 100 Yew 30 3 6 +1 to +3
19 250 Mithril 30 3 7 +4
20 375 Mithril 40 3 8 +4
21 583 Adamant 50 4 9 +5
22 833 Adamant 60 4 10 +5
23 1250 Meteorite 60 5 11 +6
24 1667 Meteorite 70 6 12 +6
25 3333 Volfram 100 7 14 +6
Note those for 19 strength and higher will require special materials which the character must typically provide, else the cost will be at least five times as great, and there is only a minor chance the craftsman will have access to the materials at all - 100 - 5xStrength as a d100 roll. Such bows will take one week , plus a week per category over 18:00, to craft once materials are in hand.
January 1, 2014
Starting this date, Bard characters may proceed through any of the following paths, in addition to the PHB fighter-thief-bard method:
Fighter, then choice of magic-user, illusionist, or assassin, then bard. Such characters must be neutral/evil if an assassin, or any neutral if other.
Ranger, then choice of magic-user, illusionist, or thief, then bard. Such characters must be good (this overrides the thief prohibition on being good), or any neutral otherwise.
Note that such characters can wear all the permissible armor types even if a magic-user or illusionist.
February 11, 2014
Here's an idea to make crossbows viable.
What if the image of the crossbow as being a 'hard hitting' weapon (whether this is true or not) is implemented - make the light crossbow so that anyone with at least average (10) strength can use one built to 18:90 strength, which gives +2 to hit and +4 on damage. At a rate of 1/1, this increases the damage (assuming roughly equal number of hits, which I'm handwaving) from 2.5 per round to 6.5, on par with the 7 points per round that two shots from a regular, non-strength bow would do.
Apply the same logic to a heavy crossbow, with does 2-5/2-7, or an average of 2 points per round at 1/2; make it so anyone can use an 18:00 strength heavy crossbow, and it bumps the average points up to about 5 points per round.
Obviously these are estimates, and the bonus 'to hit' would push them up slightly, even further leveling the playing field.
A further adjustment would allow characters with high strength (16 or higher) to use a bow of either type for 19 strength (these would, I'd think, be expensive and time consuming to make, though)
2014/10/07 - Magic-users, Illusionist, Clerics and Druids can find and persuade special magical creatures from the outer planes to be their familiars, granting the effects as listed in the player's handbook, without actually casting the spell. There are different familiars for each alignment, and sub-types of each alignment - creatures of the same species with different spell powers. This would include creatures whose spells were more illusionary than magical, more nature-oriented, or more healing/protection oriented.
2014/10/17 - There is no limit to the number of Archdruids and Great Druids in the world. In addition, it is possible to continue leveling beyond level 14, but it is very slow. Note the chart in the Unearthed Arcana. (Posted here because otherwise it's easy to miss in the book.) However, I do not use the rules in UA about stepping down from the position of Great Druid and losing spells and such.
Ratings Bonus Items - there are many items that give the user a +1 on a rating (strength, intelligence, etc.). These items, unless specifically stated, do not 'stack' - if you have more than one item that gives +1 to a specific rating, they do not add up. The only general exception is Power Gems; one gem will also be counted on top of one magic item.
Shields in combat - the use of dual weapons has caused shields to be almost forgotten. In order to make the use of a shield more interesting and a better choice, I'm adding the following. Note that this requires no proficiencies. Also note that if this turns out to be too powerful, I may adjust this later, retroactively, but changes will be minor and gradual at worst. Note this isn't governed by the 'dual wielding' weapon rules, so dexterity is not a factor.
1. A character with a shield equipped can use the shield to 'bash' at their normal rate of attacks, in addition to using it to defend normally. This is a blunt weapon attack for d8 for a large shield, d6 for a small shield, and d4 for a small shield. Note shields are assumed to be equipped for maximum damage, so no adding spikes or the like to increase damage. The bonus of a magic shield will apply to the 'to hit' and 'on damage' rolls.
Execution of a helpless creature - one creature can execute another helpless creature in one melee round, regardless of hit points; adding a second attacker halves that time.
As of 1/1/2017:
Combinations of armor and devices: Permissible combinations include: Bracers and any two (formerly three) protection devices, Armor and any two (formerly three) protection devices Note that you may use armor, a shield, and one (formerly two) protection devices to set your armor class, but you may still have armor and two (formerly three) protection devices affect your saving throw. The most powerful two (formerly three) devices will always apply as appropriate.
9/2017 - Magic items which are listed as 'Cleric only' in the tables or descriptions are, unless specifically noted as NOT usable by druids, also usable by druids. Examples include a Staff of Curing.
01/2018 - Books that give a level of experience to a particular class take one week to read; at the end of that time, the various benefits are gained and the process is complete (instead of taking a month of 'practice'), just like normal training for a level.
Examples include: Manual of Puissant Skill at Arms, etc.
02/2018 - this has been in place for a long time, but I've forgotten to put it on this site.
Oil of sharpness and similar oils can coat a number of weapons per dose, depending on size. If carefully applied, the following number of items can be coated with a dose (1/5 of a full bottle):
1 - long sword, broad sword, bastard sword, battle axe, most pole arms, pick, scimitar.
1/2 - Two-handed sword
2 - short sword, lance, triden
3 - hand axe, spear
4 - dagger
5 - knife, shurikien
10 - arrow, bolt, dart
Note that oil may be hastily applied (in a segment) by cutting through the leather flask containing the oil, but this will halve the area covered. For instance, one could jab ten arrows into a flask containing a single dose, but only half of them would be covered in oil by this action.
09/2018 - this is been an unwritten rule for years, but I realized it wasn't actually written anywhere so decided to add it.
Magical armor of all types generally comes in one of three sizes - human/elf, dwarf/gnome, or halfling. Magical armor will shrink or enlarge to fit slightly within racial norms, when put on.
Magical rings will shrink or enlarge to fit the digit of any creature from as small as 2' tall to as large as 8' tall, maximum. A smaller creature could wear a ring, but it wouldn't get small enough to be a safe fit; a creature larger than 8' tall could not force a ring onto its finger.
12/2018 - Constriction. Based on the idea that an attack like a net, grapple, or constriction doesn't need to hit armor class, but just surround the creature, here is how that sort of attack will work (unless written differently in the books; I searched for and could not find anything on snake constriction).
A giant snakes seeking to constrict don't need to hit what you would normally think of as Armor Class. They aren't truly trying to hit your flesh, so wrapping around a target wearing plate wouldn't be any harder that doing so to a target wearing leather, or no armor at all. I would think any dexterity bonuses would count against trying to hit on a constrict attack, as would armor plusses or protection device plusses on armor class.
After the initial damage, the victim could try an opposed strength roll. The victim and snake roll d20, add their strength, if the victim wins by 4 or more, they break free. This may be attempted once per round.
01/2019 - old ruling that was never put on the wiki. I do not require miscibility if you choose to drink a healing potion, then drink another of the same exact type of healing potion before the first one takes effect. Different types of healing potions would require a miscibility check.
03/2019 - With regards to magic resistance, oil of sharpness/impact is exactly the same as a permanent weapon plus - since it affects the weapon, and not the creature being attacked, it can't be resisted. A case might be made that magic resistance might apply, but the description of magic resistance pretty specifically says 'spell'. Allowing magic resistance to affect oils of sharpness/impact would imply that magic resistance could just as well affect the permanent enchantment of armor and weapons, which I know would raise some objections! I do believe it makes sense that the fire effect of a fire breath potion, for instance, can be resisted.
Two-handed fighting and weapons
The following weapons are two-handed for all creatures smaller than giant size or giant strength: All polearms, two handed sword, spears more than 6’ long
The following weapons are racially prohibited due to size, unless giant size or strength is possessed
Halflings: heavy and medium lance, polearms over 6’ long, any weapon over 100 g.p. weight, longbow
Gnomes: heavy and medium lance, polearms over 7’ long, any weapon over 125 g.p. weight, longbow
Dwarves: heavy lance, polearms over 8’ long, any weapon over 150 g.p. weight, longbow
The following weapons are acceptable ‘primary hand’ weapons for these races, again assuming neither giant size nor giant strength:
Halflings: hand ax, club, dagger, hammer, horseman’s mace, horseman’s pick, short sword, alkys
Gnomes: hand ax, club, dagger, hammer, horseman’s mace, horseman’s pick, short sword, alkys, scimitar
Dwarves: all gnome weapons plus long sword, khopesh, falchion
Permitted secondary hand weapons (note this is a general list, unlike the specific list that used to exist). If any character of one of the below races has strength of 19 or higher, they can use any Primary Hand weapon in their off hand.
Halflings: any up to 50 gp weight
Gnomes: any up to 60 gp weight
Dwarves: any up to 70 gp weight
04/2019 - Use of 'main hand' weapons in off-hand.
Using main-hand (anything that weighs more than 50 g.p. weight) in the off-hand: If a character wields such a weapon in the off-hand, a penalty of –1 to hit per category of strength less than 19 is applied. In addition, regardless of strength, a –1 to hit penalty per round of combat is applied. A creature racially prohibited to use a weapon like this gets –5, the strength penalty, and –2 per round cumulative to hit. Note that a creature that is hill giant sized (10.5 feet tall) or larger, and has a strength of at least 18, counts as having a 19 strength for purposes of this ruling.
05/2019 - The description of the non-weapon proficiencies for Riding: Land Based and Riding: Airborne are long and detailed, but if you want to be able to use the special abilities in the NWP (see page 16 of WSG), you have to learn the NWP for *each* general type of mount. Else, you can merely ride relatively safely, and perform a 'charge' attack (typically with a lance, once per turn). Consider this rule to be in effect immediately. I will assume those with either proficiency to have a specific mount type of whatever they generally ride, or you may tell me otherwise. Sheets will be updated reflecting this.
08/2019 - Oil of Sharpness and Impact
I was reading through Unearthed Arcana, and specifically the descriptions of Oil of Impact and Oil of Sharpness.
It seems pretty clear that the implied meaning of the writeup for these items is that the effect of the oil is to make a non-magical weapon into a magical one - not that the plusses on the oil would be *cumulative* with that already on a magical weapon.
I do not want to suddenly nerf something that has been used with great effect for a long time, so I'm going to have this not take effect for six game months. So, this won't apply until September 1, 1167.
I will continue to allow the higher of the plusses on the oil or a magical weapon to apply, so if you put oil +2 on a +1 weapon, for instance, it will function as +2.
I think that this not only makes these items work as intended, but it will reduce the difference in damage dealt between the players and monsters, so I don't have to increase the power of monsters to try to level the playing field.
09/20/2019 - The reading of a book to gain a level does not incur the usual 1000 gp per level training cost.
01/24/2020 - When in the pocket plane created by a Rod of Security, other devices that open connections to other planes will not work (unless of significantly greater power than the Rod). There is no danger of harm if someone tries to do so, it simply fails.
1/26/2020 - If a creature has magic resistance, or other immunities or resistances to magic, they can choose to allow magic to affect them on a case by case basis. This would allow a highly resistant creature to receive healing or defensive spells, for instance. I've allowed this implicitly for a while, but realized I hadn't put it in writing anywhere. This would, for instance, allow the casting of Cure and Heal spells on familiars, which is otherwise explicitly impossible, per the spell writeups.
2/9/2020 - Something I've allowed for a long time is the ability to wear two cloak/robe items, *if* one affects the body (like protection, Archmage, or the like) and the other has some outward effect (like blending, elvenkind, etc.). However, it's never been explicitly on this page, so I'm adding it here. On the same subject, you may also wear two pieces of headgear, assuming it makes sense (obviously not two metal helms, or a crown and helm, etc.) if they follow the same guideline as above - one of them affects the person, and the other affects how others see you in some way. This rule wouldn't apply to other clothing type items; you obviously can't wear two pairs of shoes, or suits of armor.
2/20/2020 - Clarification on levels of use of psionic powers. No matter what level you gain the powers at, they work as if you gained them at level 1. I think this is spelled out or implied in the books, probably PHB, but in any case, I wanted to make it explicit and searchable on the wiki.
02/24/2020 - On wands, staves and rods - in order to charge them, a spell (different for each type - called 'charge wand', 'charge staff' and 'charge rod') is required; note, these can be used to add charges to items if they are rechargeable. However, one of those things that was learned by your characters years ago was that wands that operate with a 'catch', instead of a command phrase, cannot be recharged, period. This generally only applies to wands, although there also be rods or staves like this, but few if any (for the most part, such items require command phrases to operate, or are not rechargeable). In addition, if the description of the item in the DMG, UA or other source states the item cannot be recharged, then it can't be recharged, even with the appropriate spell.
04/22/2020 - It was pointed out to me that in the Oriental Adventures book, a character with a melee specialization automatically has Iaijutsu, or 'fast draw', meaning you don't take any significant time drawing or sheathing such weapons. This can also be learned as a Non-weapon proficiency for a specific weapon (not weapon type - 'short sword', not 'sword').
Aging - the subject of intelligence and wisdom being increased by aging is dealt with in several places in the DMG. However, it is important to note that one of the very specific aspects of this is that natural aging cannot push ratings out of racial or class minimums or maximums. This can be done via certain very specific artifacts, such as one that Eliste allowed some party members to benefit from.
02/02/2021 - The Necklace of Prayer Beads - Karma Bead writeup is a bit confusing. I think it's too powerful to have the power last all day, but too weak to have it last only for one spell. So, once activated, the Karma power will last one turn. It can be used once per day, like the other beads.
04/15/2021 - Bows in combat - This is one of those rules that has been unwritten for years, but to clarify here, I do not penalize missile users in any way for throwing or shooting from or into melee. You can safely shoot arrows at a foe that is meleeing you or your allies without risk or having your bow broken, or striking allies.
11/13/2021 - Throwing attacks. First of all, you can’t throw with more than one hand at a time. Second, if you are throwing, you can do other things with your other hand, but it will cause you to lose one throw attack, at least, depending on your rate of throwing and the time it takes to perform the off-hand action (any more than you could melee with one hand without losing any attacks if you used your other hand to fire a wand, drink a potion, or the like).
04/25/2022 - Spell-casting and performing psionics (abilities or attack/defense) are mutually exclusive, except in cases where the psionic ability is something that you basically 'turn on' and it runs. Exceptions include, but are not limited to: Expansion, Levitation, Mind Over Body, Reduction, Aura Alteration, Body Control, Etherealness, Mind Bar, Probability Travel, Telepathic Projection, and Shape Alteration.
Martial Arts Missile Deflection - The writeup on this skill in Oriental Adventures is poorly written, implying an infinite number of missiles can be deflected (or is it dodged?). To bring this more in line with combat from the other books, I am going to require the user of this skill to use one attack for a hand (not feet, wings, tail, etc.) for each attempted deflection. The number of deflections is equal to the number of attacks that character gets per round from the table on page 22 of Unearthed Arcana. A character may attempt to deflect with both hands, thus doubling their potential number of deflections; the saving throw for doing so will incur the penalties for Main Hand/Off Hand attacks for dual wielding in combat. Note that this requires a 'saving throw' versus paralyzation, which I view as a way to simulate the chance to deflect, not an actual saving throw, and as this isn't a true saving throw, items which grant bonuses to saving throws do not apply.
08/13/2022 - Psionics: a clarification on the rules of spending points on psionics from a Dragon article: Your psionic strength is a Stat, not a pool. Psionic ability is double psionic strength, half is offense, half is defense. Uses of abilities takes the points spent from both sides, split evenly. So, if you spent 50 points using an ability, 25 would come from each 'side'. Uses of attacks or defenses take from that 'side' of the two pools.
08/29/2022 - In the case of an attack that only requires a touch (certain undead effects, Shocking Grasp, Quivering Palm, and so on), the 'to hit' roll must be sufficiently high to actually hit like any other attack, with the exception of attacks that somehow transmit through armor, such as Shocking Grasp and metallic armor, in which case the armor type does not count, only the various plusses granted from magic and/or dexterity. Note that defenses that solely prevent damage on a hit, like Stoneskin and related spells, will not stop the effects of a touch attack.
08/29/2022 - The DMG, on page 13, states that the only rating which can exceed 18 due to aging is Wisdom. Later in the same section it says aging can't push ratings over racial maximums.
I don't use racial or gender maximums on ratings, so you can ignore the latter.
However, it does state that aging will not raise a rating above 'stated maximums', which the exception of Wisdom. For that reason, if you have 21 wisdom, a 20 intelligence, or an 18 in any other rating, aging will not raise the ability any higher.
07/28/2023 - Clarifying something that's been done without posting about it - you can have a special scabbard or quiver made that will automatically apply magical oil to the weapons when they are drawn from the scabbard or quiver. The amount of oil that will be used is double the normal amount.
04/27/2024 - Finding mechanical traps. Those with extraordinary abilities may be able to find traps even if they aren't a thief type, and those who are thief types (that is, they have a 'find/remove trap' ability) who have more than 100% chance to do so, can do so more quickly.
As noted in the DMG, most traps can be found in 1-4 rounds. Skillfully concealed traps can be found in 1-10 rounds.
If your intelligence and/or wisdom are over 18, you have a 5% chance to spot a trap, assuming it's got some visible component. This change will never be higher than 90%.
If your Find Traps score is greater than 100%, then the time required to find a trap will be reduced by that percentage, never more than 90%. For example, if the die roll indicates it would take you two rounds (120 seconds) to find a trap, and you have 150% Find Traps, then it would take you one round (60 seconds) to find that particular trap.
The above are cumulative, but again, max out at 90% regardless of stats.
05/25/2024 - For characters with superhuman constitution, and who are high enough level that they get a static number of hit points, the 'no 1s, 2', etc. will apply. So a character with a 19 constitution, for instance, all hit points of '1' (such as the default for high level magic-users) become '2'.
06/03/2024 - Bards attack on the fighter table as the higher of their fighter or bard level, and get the number of non-specialized attacks as that level also. However, their specialized rate of attacks is tied to their fighter level, and cannot improve past that.
10/04/2024 - I have, for a long time, used a house rule that anyone could tap their general knowledge to possibly know something about any given subject, and Bards are better at this than non-bards. A d100 roll is used, with a low number indicating better knowledge; high intelligence helps with this roll. Non-weapon proficiencies related to the subject at hand give a better chance of knowing something pertinent.
Bards are, per the PHB, limited in using their Bardic Lore on the following items: armor, misc. weapons, misc. magic items- if usable by a druid, fighter or thief(1), potions, rings, rods et - if usable by a druid, fighter or thief(1), scrolls and swords. [1 - if such items are inscribed with writing, they may be able to discern the meaning, using the same lore percentage.]
However, this leads to all bards being pretty cookie-cutter in this skill.
So, I'm adding the ability for Bards to spend CIPs to add general fields of knowledge that they are particularly good in, and specific fields of knowledge that they are very good in. General fields cost 5 CIPs, as do specific fields; it is not necessary to know the general field in order to learn a specific field. Each grants a 25% chance to be able to answer a question about a related question. These percentages can be raised as high as 75% by further spending of CIPs, but never higher.
Use the table for Sages in the DMG page 32 as a guide; anything similar can be added at my discretion.
01/23/2025 - magic resistance granted by things such as Quasits to their masters is not additive to any MR the master may have. If the master has any MR, they would have the greater of the two amounts, theirs or the quasit's.
07/17/2025 - Another one of those things that I had in my head but hadn't put on the wiki. The Unearthed Arcana listing for Oils of Sharpness and Impact list them as having the same price no matter what the plus. It has been my rule for a long time that their value is 1000 g.p. per plus, per dose, so a full bottle (5 doses) of +1 oil would be 5000 gold, +2 would be 10,000 gold, and so on.
08/23/2025 - A creature Raised from the Dead requires rest as long as it was dead. This required rest period can be nullified with sufficient doses of Vitality potions.