DnD House Rules

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Asmythe was not designed for Dungeons and Dragons, but with a few tweaks it works well enough. Review the Almanac before you continue reading. Great effort has been made to minimize the number of changes while keeping true to the nature of Anmythe. The changes here are based on D&D 5E but would be similar for most versions of D&D and Pathfinder.


In Anmythe there are only four major races: Humans, Elves, Dwarves, and the Goblinoids. For the most part, these races can be considered the same as those described in the Players Handbook.

There are no half-elves, half-orcs, or any other half-race in Asmythe. Only the Ilthids had magic strong enough to make that happen and they don't exist anymore.

Goblinoids (Orcs, Goblins, and Hobgoblins) are not playable races.

Other races described in the Players Handbook _could_ exist as "lost" races, created by the Ilthids and forgotten. Isolated tribes of these races (Halfling, Dragonborn, Gnome, Tiefling, etc.) would exist as companion races to one of the four major races, relying on the language and trade of the major race. They might be integrated into the local civilization, or live apart from it in their own villages. These lost races may have their own customs but they do not have their own civilization, if they exist at all.

Personality and Background

Asmythe is a story driven world. Personality and backstory are more important than any statistic on the character sheet.

Alignments are just a vague guide, players should also consider inspirations, motivations, fears, and other personality traits.

There are only four widely spoken languages in Asmythe, read the Almanac for details. If the language isn't listed there then it is either lacks the structure and syntax to be a real language, or it is a supernatural language which would result in insane and death if anybody in Asmythe attempted to learn it.


For the sake of simplicity, the equipment lists in the Players Handbook can be considered canon, especially within the Empire. Each of the four races will have their own variation on different types of equipment, Elven equipment will be made of plants for example, but the equipment given serves well enough for most campaigns.


Magic in Asmythe is very different than magic in D&D. Read the chapter on the Supernatural for a complete description on how magic works in Asmythe. Spellcaster in Asmythe aren't bound by the spell lists given in the Players Handbook, instead they have access to any spell that fits within the scope of the type of magic they use. Spells that affect the mind or living things are Dream magic, spells that create energy or things, or move things, are Arcane Magic; spells that change a non-living thing or affect the flow of time are not allowed. See Dragon vs Arcane Magic for more information on the differences.

When selecting spells for your character you may select from any of the spell lists, as long as the spell effect fits within the type of magic: Dream magic or Arcane Magic.


Attempting to fit D&D magic into Asmythe is challenging and many resources have been consulted. The spell point system below favors low level spells and creative use of spells. If this system is too complicated then default "spell slot" system will work, with some exceptions as described below with the character classes.

Dream magic casters know a limited number of spells and they can cast any of those spells without preparing them. A caster may "forget" a spell to learn a new one. Learning Dream magic usually involves a lot of meditation and practice, almost always with the help of a tutor already familiar with the spell. Bard is the D&D class most descriptive of a Dream magic priest. Note that outsiders can not do any kind of Dream magic.

Arcane magic casters can learn any number of spells but arcane magic can not be memorized. Arcane casters must keep a "spell book" to record the spells they know and an Arcane caster must always have access to their spell book to cast a spell, even cantrips. The only limit to the number of spells they can have is the number of books they can carry around with them. Arcane magic can be learned from a tutor, which may be an outsider, or copied from a source such as a spell book.

Spellcasters use spell points instead of spell slots.

  • Spell points equal 6 *Caster Level, usually.
  • Spells cost points equal to (2 *Spell Level -1): 1;1, 2;3, 3;5, 4;7, 5;9, etc.
  • Cantrips are 1st level spells.
  • The highest spell level a character can cast is limited by caster level, as normal.
  • Using an Arcane spell more than once per long rest double the spell point cost each time.

Normal spells have no material components. Rituals always have material components.

Note: Cantrips are D&D's attempt to give spell casters more flexibility by giving them powers that don't expend resources. Cantrips in 5e are just as powerful as 1st level spells and magic in Asmythe has flexibility through the use of spell points. Treating cantrips as 1st level spells restores balance; as all things should be.

Magic Classes

D&D 5e Classes

All characters need a good backstory and class selection requires an appropriate backstory. Barbarians don't come from cities and monks don't grow up on the streets. Consult the campaign setting to learn how each class fits and what backstory you want to play with.


Bards use Dream magic, with music as a focus. They do not usually pledge themselves to a specific cosmos but use whichever dream is convenient. Bards must always play music to cast a spell.

  • Can learn up to (3 +Character Level) spells.
  • Have ( 6 *Character Level) spell points.


Clerics are Dream magic casters with a mission. They pledge themselves to a Cosmos and spend their lives spreading those beliefs throughout the world. Any spell with an effect opposed to their cosmos costs twice as many spell slots to cast.

  • Can know up to (3 +Character Level) spells.
  • Have ( 6 *Character Level) spell points.


Druids are also Dream magic casters with a focus on nature and wild things. As with all Dream magic it is important to remember that druids can not create something from nothing. A "summon plant" is actually a "locate plant" spell would not be able to find a cactus in a rainforest, for example.

  • Can learn up to (3 +Character Level) spells.
  • Have ( 6 *Character Level) spell points.


Paladins are Dream magic casters who also learn martial abilities. This style of Dream magic is similar to the cleric. A paladin must have a patron elder dragon and the cosmos associated with it.

  • Can learn (1 +Character Level) spells
  • Have (3 *Character Level) spell points.


Rangers are also Dream magic casters who learn martial abilities. Rangers learn Dream magic in the style of druids.

  • Can learn (1 +Character Level) spells
  • Have (3 *Character Level) spell points.


Only the elder dragons have the power to bestow magical ability. There extremely rare individuals who have been chosen by the elder dragons to be their agents and champions. These individuals are called Sorcerers.

Sorcerers must have a patron dragon, much like paladins do, and the associated cosmos. But instead of having power over the dream they have the ability to work arcane magic without a spell book. Their ability is innate as long as they act in accordance with the chosen cosmos.

  • Have a number of known spells as listed in the class description of the Players Handbook.
  • Have (6 *Character Level) spell points.
  • Have the Wild Magic origin. The Dragon Blood origin does not fit in Asmythe.


Warlocks exist in Asmythe as a character background. There are powerful outsiders would very much like to have an "apprentice" living on Asmythe and they would be able to bestow gifts and knowledge, for a price.

The Warlock class described in the Players Handbook does not exist in Asmythe. Elder Dragons are the only creatures in all the planes capable of bestowing arcane power to any living thing on Asmythe. Also, Pact Magic looks like a cheeky way to introduce spell points to D&D and Asmythe already has spell points.


Wizard is the ultimate arcane magic user. Wizards must always cast spells from a spell book, or other written medium, containing the spell they are casting.

  • Wizards begin with access to 6 spells in their spell book
  • Have ( 6 *Character Level) spell points.

Martial Classes

Monks, Barbarians, Fighters, and other non-spellcasting classes with super abilities rely on Dream magic for those abilities, although their magic comes from a mastery of self and is far more strictly defined than spell casters. Elder Dragons can bestow arcane magical abilities, if they believe the character is worthy.

Dragon vs Arcane Magic

Sometimes it can be difficult to determine if a D&D spell is Dream magic or Arcane Magic. This section is here to help you decide.

Does the spell:

  • affect the mind or emotions? Then it is Dream magic.
  • create/summon/destroy energy or thing? Then it is Arcane Magic.
  • cure wounds, diseases, or curses? Dream magic.
  • move, levitate, or teleport something? Arcane Magic.
  • change the shape or physical characteristics of a living thing? Dream magic.
  • change the shape or physical characteristics of a non-living thing? No, this spell doesn't exist.
  • create an illusion in the mind, especially if it provokes an emotion? Dream magic.
  • create an illusion that exists without an observer? Arcane Magic
  • enchant an object or create persistent magic? Arcane Magic, by binding an outsider.
  • detect or disenchant a persistent magic? Dream magic, by banishing the outsider.
  • affect the flow of time? No, this spell doesn't exist.
  • acquire information about something nearby by inspecting it closely or "talking" to a living thing? Dream magic.
  • acquire information about something nearby without inspecting or "talking" to it? Arcane Magic, by summoning an outsider to get the information.
  • create an "anti-magic" effect on a living thing? Dream magic.
  • create an "anti-magic" effect on an area or non-living things? Arcane Magic.