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Forewords and community resources

5th Age Dungeon Masters strive to remain as close as possible to D&D 5E rules, while using a few home rules that expend on the grey areas left by RAW (Rules As Written). These home rules are designed to make the game feel more medieval fantastic, than cartoonish or high fantasy, and provide deeper tactical options during combats.
We have chosen to align a large part of our tactical rules with the community driven Grits & Glory homebrew rules for more realistic and gritty game play.
Last, these campaigns also use the Sane Magical items prices, developped by the community, a document that provides a more realistically adjusted pricing for magic items.

We also wanted to allow our players and readers to easily distinguish between RAW and the home rules, so in the following pages, all raw rules will be marked by the (RAW) tag, while home rules will be marked as (HOM), and the rules coming from the Grits & Glory homebrew will be tagged (G&G) in the following pages.

Enjoy the reading!
DM-Grisix

5th Age Campaigns

Defenders of Khelb
A 5th Age campaign focused on the Forgotten Realms.

Brotherhood of the Moon
A 5th Age campaign based in the Feywild.

Mistwalkers
A 5th Age campaign focused on the demi-plane of Barovia.

Princes of Tortugia
A 5th Age “West marches” style campaign focused on the demi-plane of Tortugia.

5th Age Home rules

Campaign’s Rules
Combats’ rules
Skills usage
Spell’s rules
Feats’ rules
Other, Powers and races
Downtime Activities

Introduction

The 5th Age campaigns’ home rules are designed around a vision of Role Playing reminiscent of the original D&D. The world around the characters is living and breathing, and they have entire freedom to chose which paths they take. There is no hand-guiding toward this boss, or that quest. The NPCs are not just standing there to be slaughtered, and will react according to their smarts and resources. Situations will evolve and change. Grudges will be held, love and friendships can be found in the most unexpected places, and powerful magic items are rare, and usually already claimed. Progress is slow, details matter, leveling up is never instantaneous and requires class training, and traveling through the realms is more often than not dangerous.

5th Age Dungeon Masters are world-story DMs, and the stories weaved are the stories of the worlds the campaigns take place in, letting each character decide how they will be heroes and affect the worlds around them, while overarching events triggered by the reforging of the Tablets of Fate affect all worlds and planes in similar ways. The general cosmology and relation between the planes is tied to the latest events in the Forgotten Realms, and the universe changing events that occurred since the spell plague, even if other worlds use different names for the same gods or manifestations of magic.

Note to visitors
You are welcome to adopt, use, or copy any of these campaigns’ home rules you like for your own campaign. I am just asking that you credit my work, and link a reference to this page if you choose to do so.
Thank you!
DM-Grisix.

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5th Age Campaigns' home rules Grisix