Players Intro

Howdy Everyone,

Thanks for showing interest in joining me in my quest to pick up DMing and storytelling once again. I'm thrilled to get another opportunity to toss you into a new world and see what you do with it. I had previously attempted to start this campaign 2.5 (now 3) years ago through a one shot.

Those who have played in my games before will appreciate that we are not going with Pathfinder. This was immediately vetoed by my wife, so you can thank her. That doesn't stop me from trying to make all sources of content available that could work with this new system.

We will be using Advanced 5e by Level Up. A5E builds upon 5e and expands the ruleset. I'll try to list some of the key differences that you should expect if you're familiar with 5e.

Link to Changes

I'm still learning this system and fully expect some rough terrain in the beginning. I plan on keeping the wealth of content available from 5e and will provide access to digital content. Unfortunately DnDBeyond will not be provided or used by me. Wizards of the Coast has made things difficult and the 2014/2024 content rule changes honestly make things more confusing.

My style of DMing

As much as I would like to start playing immediately I'm just now getting back into the world creation. While I have several sessions of content that I could cobble together.. it's not ideal, and it wouldn't have any of your characters integrated. That being said - we will need to start developing your characters now with you looking at the available content or at least thinking about what you would like to play. I expect ideas to come from you and for me to fill in the blanks with the established world information. These ideas from you will help me focus on parts of the world that may be underdeveloped and needing some clarity.

My expectations for you as a player

Some things we can establish prior to session 0.

Home Brew changes


House Rules (A5E / 5e) — Categorized

1) Death & Dying

Secret Death Saves (GM Rolled)

Rule: Death saving throws are rolled in secret by the GM.
Effect/Benefit: Increases tension and uncertainty, reducing meta play and making unconsciousness feel more dangerous and urgent.

Exhaustion on Going Down

Rule: Immediately gain 1 level of exhaustion when reduced to 0 hit points in combat.
Effect/Benefit: Discourages “yo-yo healing” and makes dropping to 0 HP feel consequential, encouraging better positioning and risk management.


2) Heroic Moments & Roleplay Rewards

Inspiration for Roleplay & Table Engagement

Rule: Inspiration is granted for great role play, cool moments, appropriate jokes, and answering lore questions from a character’s perspective.
Effect/Benefit: Encourages players to stay in-character, engage with the setting, and contribute to memorable moments beyond combat.


3) Healing & Consumables

Potion Quaffing (Bonus Action vs Action)

Rule: Drinking a potion as a bonus action restores rolled healing; drinking as a full action restores maximum healing.
Effect/Benefit: Makes potions more usable during combat while rewarding players who spend their whole turn to stabilize or recover more reliably.


4) Combat Rules & Tactics

Critical Hits: Max + Roll

Rule: On a critical hit, deal maximum damage for the dice + roll the dice normally (instead of doubling dice).
Effect/Benefit: Makes critical hits consistently impactful and prevents underwhelming crits, increasing excitement and threat level in combat.

Flanking with Engagement Requirement

Rule: Flanking grants advantage only if you have engaged that enemy within your last turn (by dealing damage or being damaged by them).
Effect/Benefit: Prevents “flanking conga lines” and rewards active, involved positioning rather than passive advantage farming.

Bonus Action → Action Flexibility

Rule: Anything you can do as a bonus action, you can also do as an action.
Effect/Benefit: Improves action economy flexibility and reduces wasted turns when a character’s bonus action options conflict with other abilities.


5) Magic Items & Attunement

Attunement Limit Scales with Proficiency Bonus

Rule: Maximum attuned items equals your proficiency bonus.
Effect/Benefit: Gives higher-level characters more room for magical customization while keeping early-level item stacking under control.

Over-Attunement Risk vs Dispel Effects

Rule: If your number of attuned items exceeds your average INT/WIS/CHA bonus, dispelling magic may break attuned items.
Effect/Benefit: Adds a meaningful risk-reward choice to heavy magical loadouts and makes magical disruption more narratively threatening.


6) Character Creation & Advancement

No Ability Score Cap

Rule: Ability scores are not capped at 20.
Effect/Benefit: Enables truly legendary characters and supports high-powered campaigns where progression continues meaningfully into higher tiers.

Stat Rolling (Heroic Array Method)

Rule: Roll stats using 6 sets of 4d6 drop lowest; re-roll 1s once; roll an additional set to replace the lowest.
Effect/Benefit: Produces consistently heroic characters and reduces the chance of a player being stuck with an unfun stat spread.

Extra Starting Durability

Rule: Start with max HP at 1st level plus an additional hit die roll (no modifier).
Effect/Benefit: Makes level 1 less fragile and helps reduce “random death” from early crits or high spikes in damage.

Bonus Feat

Rule: Characters start with 1 additional feat.
Effect/Benefit: Increases build variety and lets players define their character concept earlier with meaningful mechanical identity.


7) Skill Use & Assistance

Help Action Requires Proficiency

Rule: You must be proficient in a skill to take the Help action for that skill.
Effect/Benefit: Prevents unrealistic “help spam,” reinforces character specialties, and makes teamwork feel earned and believable.