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02 Dungeon Houserules PDF

The document provides an overview of houserules and table rules for a Dungeons & Dragons campaign set in "The Lewd Dungeon". Some key points: 1) Homebrew content must be approved by "Licensed Fucksmiths". Pre-approved content includes works by the Dungeon Mistress. 2) Multiclassing is generally not allowed with full homebrew classes due to balancing issues. Homebrew races/subclasses are allowed to multiclass. 3) Homebrew feats must be pre-approved rather than created by individual players. 4) The campaign uses an expanded weapons supplement in place of the core equipment. Item crafting is not supported. 5) Character

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Rhune Pope
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78% found this document useful (9 votes)
11K views7 pages

02 Dungeon Houserules PDF

The document provides an overview of houserules and table rules for a Dungeons & Dragons campaign set in "The Lewd Dungeon". Some key points: 1) Homebrew content must be approved by "Licensed Fucksmiths". Pre-approved content includes works by the Dungeon Mistress. 2) Multiclassing is generally not allowed with full homebrew classes due to balancing issues. Homebrew races/subclasses are allowed to multiclass. 3) Homebrew feats must be pre-approved rather than created by individual players. 4) The campaign uses an expanded weapons supplement in place of the core equipment. Item crafting is not supported. 5) Character

Uploaded by

Rhune Pope
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Table Rules of

The Lewd Dungeon


One of the reasons ttrpgs, like Dungeons and Dragons,
are so beloved is that they are flexible enough to be Homebrew Multiclassing
adapted to the needs of any DM or groups of players. Because homebrew content can already be so difficult
While homebrew creations like classes and races are a to keep balanced, we generally ask that if your character
huge part of this flexibility, the unsung hero of just about is using a full homebrew class, that you don’t also try
every table ever are houserules or table-rules: small to multiclass. If you have a really specific idea for a
changes or additions to the core rules that mean very character (not just a build) you can talk to staff about an
little on their own, but can add up to create the ideal exception. Multiclassing while using homebrew races or
experience for those playing. subclasses is fine, just not full classes. A large number
of homebrew classes just aren’t well designed for it, and
Over the years, I have tested out a lot of houserules. we don’t have time to check every possible combination
Some have worked out well, others... not so much. Still of classes to check for exploits.
more are great in a tightly-led campaign, but not so
much in a large open setting like the Dungeon. The Homebrew Feats
rules below are a mixture of the rules I use at my own One of the most common questions we get is “can I use
table, as well as some designed specifically to keep this homebrew feat I made”. As mentioned above, the
things fun and balanced within the Dungeon’s open answer is generally “no”. We have a library of homebrew
world. content, including lots of homebrew feats, for players to
choose from, but we just don’t have time to review all of
the feats people come up with on their own.
Homebrew Content
Obviously, we are big fans of homebrew content in the Weapons and Equipment
dungeon, but not all homebrew is created equal, and Core weapons and equipment in 5e are a little bit
in the interest of making sure things stay balanced, lackluster, and often redundant (why are a scimitar and
and no one is breaking or abusing the game, we ask a longsword effectively the same weapon, except for
that all homebrew be vetted by one of our “Licensed the weight?). Here in the dungeon, we use Clockwork
Fucksmiths” Dragon’s Expanded Armory in place of core equipment.
This supplement was written by Celia herself, and adds
We of course allow and encourage the use of the entire a whole host of fun weapons and armor with special
Lewd Handbook, as well as Content produced by DM- properties.
Clockwork-Dragon (Who is our Very own Mistress
Celia) and you can find more pre-approved homebrew in We do, however, ignore the “Aetheric Weapons” section
the #Links and Resources channel of the server. of this supplement, as it is meant for higher level
characters than we allow on this server.
If you have a homebrew character option you want to
use, you can submit it to the Fucksmiths for review by Item Crafting
creating a thread in the #Fucksmith Forge channel and No, we do not have a set of crafting rules that your
pinging us, but please be patient, as everyone here is a character can use to make their own magical equipment.
volunteer. As much as we think crafting is cool, there’s just no good
system we have found for preventing it’s abuse on a
We explicitly do not allow content found on the D&D large server like this, and we have no intention of adding
homebrew Wiki or WotC’s Unearthed Arcana beta it at any point in the future.
content, and will not review them. We also aren’t here
to review personal content you create for your own If there is a specific piece of equipment you want to get
character, and generally don’t review content created your hands on, try talking to the shopkeeps or asking
by members of the server unless they have a pre- a lorekeeper about a special quest. We aren’t opposed
established body of work as a homebrewer. It’s nothing to letting you make special equipment as part of an
against you personally, we just don’t have time to look at adventure, but a standard set of crafting rules just
everyone’s custom feats and subclasses. invites abuse, and destabilizes the server economy.
Starting Equipment
We aren’t too picky about the mundane equipment your
character carries around, but magical equipment can be
another story, starting out we ask that your character’s
equipment keeps within the following rules, so as to not
make them exceedingly powerful for their level:

1-5 1-2 common items, or 1


uncommon item
6-10 1-2 uncommon items, or 1 rare
Character Creation item
The Following rules are applied at character creation, or 11-14 1-2 rare items, or 1 very rare
change the way characters are built. item

Level Cap
Monstrous Characters
The level cap for this server is 14 - mainly because at
We are all monsterfuckers here, and no one will scoff
levels higher than that, character become capable of
at you for wanting to play a monstrous character, but
feats that sortof ruin the fun for everyone else. Even
we do require all players to use actual player races, as
if you don’t intend to go into combat, if there are
opposed to just a Monster Statblock with class levels
characters running around that can cast wish and
added. Monster Statblocks are really only designed to
resurrection, then it sortof negates the need for lower
be balanced within the scope of a single encounter, and
level characters to go on adventures or quests to
tend to break the game when used for extended play.
overcome obstacles. And that’s no fun for anyone.
Imagine having the at will petrifying stare of a medusa,
with no limits on how often it could be used. Stuff gets
There are a few exceptions to this rule - primarily NPCs
broken fast.
or characters run by trusted Lorekeepers, or characters
who were grandfathered in from before we even had
If you want to play a monster and are not sure what
character creation rules, but new characters cannot be
race to use, ask a lorekeeper. We can generally suggest
any higher than 14th level.
a couple good races for any idea, or help you reflavor
something to fit what you are looking for.
Ability Scores
When rolling to determine ability scores, a player rolls
ASI and Feat
4d6, and keeps the highest three rolls, totalling them
Feats are great, not just because they make your
up to determine one of their sex ability scores. In the
character more powerful, but because they give you a
Dungeon, we allow players to re-roll any 1’s rolled as
way to represent the unique story and experiences of
part of this step. A result of 1 on a dice is always re-
your character. For this reason, whenever you would
rolled during ability score determination.
normally choose between an Ability Score Increase or a
New Feat, we let you have both.
Roll 4d6, Reroll 1’s, Drop the Lowest.
Redundant Features and Traits
The effect of this rule is to raise both the average and
Some of the house rules we use, such as Flanking
minimum ability scores a player can expect for their
and Spell Scrolls for Everyone can make certain class
character. This helps to give characters a more even
features or racial traits redundant. In these cases,
spread of abilities, which is helpful when exploring the
we simply let my players pick a feat to replace the
world on their own or adventuring with a smaller party.
redundant trait or feature.
Races With Fly Speed
Racial fly speeds are a pet peeve of Celia’s, because at
low levels, a flying character can circumvent obstacles,
get into places they aren’t meant to, and basically cheat
their way through any combat that doesn’t involve
ranged combatants (which don’t always make sense to
include in every encounter). Alternatively, we allow Tiny creatures to wield normally
sized weapons, so long as they have with the light
That said, wings are cool, and we don’t want to just property, but do not gain the other benefits of this
disallow a core race or subrace because of they can be property. We also rule that Tiny Creatures must wield
troublesome at low level. Instead, The dungeon rule is Versatile weapons not designed for them in two hands,
that any racial flight speed is treated as a Glide Speed and these weapons only deal their basic damage rather
until 7th level. A glide speed allows a player to move 5ft than their versatile damage
horizontally for every 1 ft they move vertically down.
Grappling: As per the DMG, The target of a grapple
This rule lets a player keep their wings and aerial fun, must be no more than one size larger than you, and
but, prevents them from abusing it at lower levels where it must be within your reach. This means that tiny
the game just isn’t designed to handle flying characters. creatures cannot grapple Medium creatures.

Tiny Creatures Carrying Capacity: As per the DMG, Tiny creatures can
5e does not have any official tiny races available for carry less. For each size category Below Medium, halve
players to choose from, but there are plenty of them in the creature’s carrying capacity and the amount it can
the dungeon. Unlike Large races, which intrinsically push, drag, or lift.
break the game for several reasons that can’t easily
be rectified, tiny races are, if anything underpowered Movement and Space: Tiny creatures may occupy and
compared to other races, and can easily be made to move through allies spaces with no penalty to their
work within the game using the following rules movement, and may use a grapple check to cling onto or
climb medium or larger targets.
Weapons and Damage: The DMG rules that Tiny
Creatures have disadvantage on attacks made with Armor Class: Tiny creatures are difficult to hit, and
weapons designed for larger attackers, but doesn’t give attacks made against you by medium or larger
any sort of stats for tiny weapons. By default, we rule creatures, or traps not designed for tiny creatures treat
that weapons specifically crafted for tiny creatures you as having half-cover (+2 bonus to AC)
have their damage dice reduced by 1 step, so a 1d8
longsword would instead deal 1d6, or a 2d6 greatsword Magic Items: Attuning to a magic item causes it to
would instead deal 2d4. shrink to fit you.
Goblins and Kobolds Lustbrands and Curses
The core traits for Goblins and Kobolds (especially Lustbrands are not unique to concubi, and any character
those in Volo’s Guide to Monsters) are somewhat in the dungeon can start with a Lustbrand or Curse if
lackluster. And considering the nature of this server, we you choose to do so.
like to add a little extra fun to these races as follows
If a brand or curse requires a creature, race, or other
Small but Elastic: Everyone loves a shortstack, and all target or condition to be chosen as part of it’s effect, It is
the more when they can take a cock as big as they are. up to you (and occasionally a lorekeeper depending on
Here in The Dungeon Goblins and Kobolds have the the situation) what that condition or target is.
unique perk of following hentai physics. These races
ignore penalties or harmful effects caused by sexual Vices and Addictions
over or under-sized penetration. Their bodies can be Similarly, a character is welcome to start their
stretched and distended by up to twice their normal size, adventures in The Dungeon already addicted to one or
allowing them to safely store or transport items of an more vice, or particularly prone to such vices. But we
appropriate size inside of themselves. also know not everyone is comfortable with the subject
of addiction.
Dezzie Diet: Another unique feature of these characters
is how they interact with our server currency, the Dezzie. Unless a vice/addiction is specified by a curse or other
Goblins and Kobolds, especially those native to the effect, we mostly leave it up to the player to determine
dungeon, often eat these shiny purple rocks like candy, what does or does not count as a vice for their character.
and since Dezzies are crystallized shards of horny
magic, this generally results in rolling on the Lewd Wild It is asked, however, that you don’t abuse this freedom;
Magic Table contained in the Lewd Handbook. We won’t force every character to make addiction saves
against sex or alcohol addiction. But if your character
Dungeon Natives frequently uses hard drugs or has addiction in their
Most characters in the dungeon are not native to the background, we encourage you to make use of the rules
same universe as our setting, let alone the perverse provided - both for the sake of balance, and because
realm of The Dungeon itself. Those who are however, it can add a fun challenge or roleplay element to your
are born corrupted by The Mistress’s power. experience.

Tainted By Lust: Characters conceived or born within


the Dungeon, regardless of their race or background,
gain the Concubi racial template found alongside the
Concubi Race inside the Lewd Handbook:

“To create a non-human concubi of any race, start by


increasing the character’s charisma score by 2, and
reducing their inhibition score by 2, then add the
Climactic Feeding, Sexual Stamina, Lustful Hunger,
and Lustbranded racial traits.”

Note that this only applies to creatures native to The


Dungeon Itself not just tot he world the dungeon is set
in. Characters native to the world above are usually (but
not exclusively) free of this corruption.
Pets and the Rule of Three
People like pets. They just do. So to give my players a
bit of fun, and enable the ever foolhardy choice of every
DnD party ever to adopt that weirdly named goblin that
is just trying so hard, We have what Celia calls the “Rule
of Three:”

If a Creature critically fails to attack a Character three


times in a row, or critically fails a saving throw against
three charm effects in a row, the triggering character
can make an skill check (usually animal handling, but
sometimes diplomacy for more intelligent creatures) to
befriend the creature, claiming it as their companion.

Now, it’s worth noting that a companion isn’t under the


direct control of the player, and often isn’t much use in
combat - either having severely reduced stats, or being
too cowardly to engage in fighting - but you still get to
bring it home, and love it forever.

You can also Buy pets at Kitty and Cat’s #Purrfect


Petshop, The pets here are just fun companions by
default, but if you pay for the familiar ritual, you gain
the Arcane Familiar Feat from Celia’s How to Train your
General Gameplay Familliar supplement, and the fancy bonuses from your
companion that go with. You can purchase this extra
The rules below modify the general game-play for all bonding ritual even if your character is not a spellcaser
characters, and are usually focussed on speeding or would not normally be able to obtain a familiar - it
up combat, or providing greater flexibility in what a just costs a little extra for classes without magic.
character can do.
Magic item Attunement
Flanking DnD has a lot of magic items, especially with all the
A common houserule at many tables is to allow what is lewd ones available in our shops, so we alter the way
effectively pack-tactics for the party - meaning that if a attunement works.
creature is within 5 ft of both you and an ally, you have
advantage on attack rolls against it. We modify this Rather than 3 set attunement slots, a player has a
slightly, making flanking a sortof inverse of cover. number of attunement points equal to their level, which
can be spent to attune to whatever combination of items
If a target is within 5 feet of both you and an ally on they like, as per the table below
opposite sides, it is lightly flanked, and you gain a +2
flanking bonus on attack rolls against the target.

If the target is flanked in multiple directions, it is heavily


flanked, and you gain a +5 bonus on attack rolls against
the target. Common 1
Uncommon 2
Charging Rare 4
As far as we am concerned, it doesn’t take any special Very Rare 5
training to run headlong into something with the full Legendary 7
force of your body. We allow creatures without the
charger feat to make a charge attack by expending
both their movement, and attack actions at once. On a Artificers and other classes which would normally gain
success, a charging creature gains a +5 bonus to attack additional attunement slots as they level, instead gain
rolls, or may instead choose to push their target up additional attunement points at these levels equal to
to 10 ft. On a failure, the charging creature continues their proficiency bonus.
10 ft past the target, and falls prone, or takes 1d10
bludgeoning damage if they strike a wall or other A character can attune to as many magic items they like,
obstacle. as long as they have enough attunement points to do
so. Not only does this system allow character to attune
Grappling to more items as they level up, it also lets me hand out
Similarly, a creature without the grappler feat can powerful magic items even at lower levels, with the
still attempt to pin a grappled creature, assuming it player having to decide if they would rather attune to
makes sense for them to do so. The Grappling creature that legendary greatsword, or several less powerful
uses it’s action to make a second grapple check, at items that might be more generally useful.
disadvantage, against the grappled creature. On a
success, both creatures are restrained until the grapple I also tend to ignore or hand-wave racial or class
ends. This comes into play especially when dealing with prerequisites on items when it makes sense. As long as
the lewd rules, where an unwilling creature must be the player can make a decent argument and I don’t see
restrained before certain sexual advances can be made any balance issues, I don’t like the idea of limiting magic
against them. items like that.
Spellcasting Changes
The rules below alter how spellcasting works in 5e,
adding more flexibility to the way spells are cast, and
even who can cast them. 1st 4 1st
2nd 6 1st
Mana-Based Spellcasting 3rd 14 2nd
While this rule is not mandatory, and you are still 4th 17 2nd
welcome to use standard spell slots if you want, we 5th 27 3rd
provide this option for those, who like Mistress Celia,
6th 32 3rd
think Vancian spellcasting is stupid.
7th 38 4th
Our Mana system is based heavily on the Alternate 8th 44 4th
Spellcasting Rules found on page 288 of the DMG, but 9th 57 5th
with a drastically simplified explanation, and a few 10th 64 5th
tweaks to allow greater flexibility or make bookeeping 11th 73 6th
less complicated. My mana system works as follows: 12th 73 6th
13th 83 7th
The Basics:
14th 83 7th
Rather than requiring spell slots, each spell costs an
amount of mana, based on the level it is cast at, as 15th 94 8th
shown on the Mana Cost Table Below. 16th 94 8th
17th 107 9th
To cast a spell, you simply spend the required amount of 18th 114 9th
mana for the spell’s level. To upcast a spell, you spend 19th 123 9th
mana based on the level you are casting the spell at.
20th 133 9th
Spells of 6th level or and higher are especially taxing,
and a caster can only cast one spell at each of these Warlocks and Other Edge Cases
levels per day. Warlocks are a little odd in all of this, because by core
rules, their spellcasting progression is entirely different
This system is simple, elegant, and has the benefit of from anything else. To keep it simple, we just total up
allowing spellcasters more flexibility to choose how they the mana value of all the spell slots a warlock would
spend their magical reserves: casting lots of smaller normally have at each level, and use that value as their
spells, or just a few at higher levels. available mana at that level. The warlock slot level then
becomes the maximum spell level that the warlock can
cast at, allowing the warlock to downcast spells to their
base level, rather than always casting a spell at the
maximum level they are capable of.
1st 2 5th 7
This has the nice benefit of resolving what I consider
2nd 3 6th 9 the biggest issue with the warlock: not being able to
3rd 5 7th 10 downcast forces any warlock worth their salt to pick
4th 6 8th 11 specific spells that scale with level or remain active
9th 13 across multiple turns (looking at you witchbolt) in order
to be effective - a restriction that easily rules out nearly
half their spell-list.
Determining your Mana:
Spellcasters, rather than gaining spell-slots of specific
Sorcerers are the other slight edge case: the DMG
levels, have a pool of mana based on their class and
Alternate Spellcasting Rules treats “spell points” and
level, and a maximum level at which they can cast
“sorcery points” as separate pools. Because sorcery
spells, as shown on the “Mana By Level” Table. This
points convert to mana at a 1:1 exchange rate, I just
table applies to bards, clerics, druids, sorcerers,
combine the two pools, adding their sorcery points
wizards, and other “full casters.” For half-casters like
to their total mana pool, and letting sorcerers spend
the paladin or ranger, halve the character’s level in that
mana to use their metamagic options. This does
class and then consult the table. For 1/3rd casters or
provide a slight boost to the sorcerer - since, by default,
spellcasting subclasses of non-spellcasting classes, such
consuming spell-slots to create sorcery points has a
as the Eldritch Knight or Arcane Trickster, divide the
diminishing return - but in 7 years of play, with sorcerers
character’s level in that class by three. This determines
(and sor-locks), I’ve never found this to be an actual
what we call your “Adjusted Spellcasting level”, as
problem.
shown on the ASL Calculation table below.
For homebrew classes you are unsure of, or other spell-
casting options like the magic initiate feat, just do the
same as with the warlock: total up the mana value of any
spell-slots normally provided, and use that. Then use the
Full × 1 One-Third × 1/3 level of the highest spell slot normally provided at your
Half × 1/2 Subclass × 1/3 level as your maximum spell level. It’s worth noting that
this tends to give a lower value than using the Mana By
Level Table, so if you can easily classify a spellcaster, it’s
better to use the table.
Multiclass Spellcasters Group Spellcasting
For Multiclassing, Determine the relative casting level If multiple characters (or monsters) know the same
of each class individually, then combine them before spell and can cast it, we allow them to work together
consulting the table. So for example, a level 5 wizard while casting it, combining the level that each individual
with 2 levels in paladin, would be treated as a 6th level caster is casting the spell at in order to cast spells at
caster when consulting the table. When determining a level higher than any of the characters could cast on
your spellcaster level, and thus what level spells and their own.
spell slots/Mana you have, you combine the adjusted
spellcasting level (or ASL) of any spellcasting classes Each caster must spend the normal casting time
they have levels in, and then consult the mana by level of the spell on their turn, and if the spell requires
table. concentration, all casters must maintain concentration
for the duration of the spell. If any single caster loses
What this means is that multiclassing from one concentration on the spell, it’s level is reduced by the
spellcaster to another of the same type wont reduce level at which that caster was casting the spell. If this
your overall spellcasting level, or reduce the level of would reduce the level of the spell below the minimum
spells you can cast, or the spell slots/mana you have, I level the spell can be cast at, the spell ends.
also don’t separate spells and spell slots based on which
of your classes they come from. Although if a spell only Normally we limit this mechanic so that spells max
appears on one of your spell-lists, you must use the out at 9th level, but in certain cases, such as for quests
spellcasting ability of that class when casting it. or the breaking of bloodline curses, we might allow
characters to spells at 10th level or higher this way
This is a departure from the Core RAW, which force
you to treat each classes spell slots and spell level as Group spellcasting gives players an incentive to learn
separate. I find that the core rule doesn’t preserve spells that other members of their party already
balance as much as just make multiclassing between know, and provides a way for low level players or even
different spellcasting classes painfully underpowered, monsters to cast more powerful spells if they can gather
since you wind up sacrificing your higher level spell enough people.
slots for a bunch of low level spell slots and spells that
are horribly outclassed at higher levels. Under my rules Spell-Scrolls for Everyone
your spellcasting levels stack, and you don’t miss out on For some reason, core rules do not allow characters to
spells appropriate to your tier of play, just because you use spell-scrolls unless they are already a spellcaster,
wanted to add a little more versatility. and the spell is on their class’s spell list. To us, this
invalidates one of the most important uses of spell-
scrolls, which is to help martial characters keep up
with the power of spellcasters, and generally break up
spellcaster supremacy

In the Dungeon, we allow any character to use any spell


scroll, by making an arcana check with a DC equal to
10 + the spell’s level. Not only does this allow a party
to survive without a dedicated spellcaster, but it also
makes the arcana skill useful for more than just a
knowledge checks

Curses and Remove Curse


The last change We make to spellcasting is to curses,
and the Remove Curse spell. By core rules, all
curses are treated the same, and thus all curses can
theoretically be removed by a 3rd level spell. Quite
frankly, that’s bullshit, and we have never met a DM who
didn’t alter those rules in some way, or make specific
exceptions for things like vampirism, lycathropy, and
other bloodline or plot-relevant curses that never would
have survived in a world where a 5th level cleric could
just travel the country undoing centuries old curses and
curing entire populations of afflicted monsters.

Our rule is simple: Curses have levels, just like spells,


and Remove Curse just follows the same rules for
dealing with different levels of curses that Dispel Magic
does for spells. The level of any specific curse depends
on how difficult we think it should be to remove, or on
the level it was cast at, in the case of Bestow Curse.

Ancient bloodline curses and the like are often set as


10th level or higher, making it impossible to remove
them without using group spellcasting.

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