Monday, June 11, 2018

House Rules for Cinderheim


Cinderheim is a brutal fantasy setting based on the idea of a desert wasteland that has been twisted by the demonic presences of seven demons who each supply an oasis encampment with water and prosperity. I wanted to make some changes to 5e's rules to reflect the danger of the setting, and to tie in the notion of demonic interference throughout the deserts of Cinderheim.







CREATING CHARACTERS
These are the guidelines I use for character creation:
  • I prefer that people use the default array of ability scores or use the point-buy method simply for reasons of parity within the adventuring party.
  • Generally, my stance is that I'll allow any class, race, or background from the official rules and their supplements.
  • I allow both multiclassing and feats in my games.
DESIGN NOTES: These are just my standard preferences for my 5e D&D games.

EXTREME HEAT
Traveling across the desert badlands means exposure to extreme heat—and the usual checks for exhaustion that entails. The demon sun that shines above Cinderheim is especially cruel and merciless:
  • Characters must make Constitution saving throws against exhaustion even if they have access to drinkable water as they travel.
  • If they do not have access to drinkable water, their saves are made with disadvantage.
  • Creatures wearing medium or heavy armor, or who are clad in heavy clothing, automatically fail these saving throws. Remind the players that their characters probably want to avoid armor heavier than light at character creation.
  • Resistance to fire damage or adaptation to hot climates does not grant automatic success on these saving throws.
DESIGN NOTES: I use the rules for extreme heat from the DMG as a base, but they're a little too forgiving as presented. Since Cinderheim is a land of absolutely demonic levels of heat, I've made travel more taxing, heavier armors less viable, and closed the fire resistance loophole.

DEMONIC FORCES
Cinderheim is infused by the magical corruption of demonic forces; every character native to the region is affected, and gains the following benefits:
  • You can increase one ability score of your choice by 4. As normal, you can't increase an ability score above 20.
  • You learn two cantrips of your choice from any class's spell list. Choose Charisma, Intelligence, or Wisdom as your spellcasting ability for the spells granted by the demonic powers of Cinderheim.
  • In addition, choose one 1st-level spell from any class’s spell list. You can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
  • When you reach 3rd level, choose one 2nd-level spell from any class’s spell list. You can cast this spell at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
  • When you reach 5th level, choose one 3rd-level spell from any class’s spell list. You can cast this spell at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
DESIGN NOTES: And this is the compensation for the extreme heat rules, as well as a way to mechanical reinforce the idea that the demonic energies of Cinderheim affect the characters. With lower ACs due to armor restrictions, fighting types may want to but that +4 to an ability score into Constitution.

FIREARMS
I use the optional rules for Renaissance firearms to model the guns found in Cinderheim, with the following rulings:
  • Anyone proficient with martial weapons is also proficient with firearms.
  • Anyone proficient with hand crossbows is also proficient with pistols.
  • A new feat, called Firearm Expert, replicates the effects of the Crossbow Expert feat but for firearms instead of crossbows.
DESIGN NOTES: These rules are adapted from the firearm rules that my friend used in his Umberwell campaign. Thanks, Dan.