Curse of Strahd Rules Compendium

Character Creation

The campaign will start at level 1.

The Campaign will be using milestones. New characters are created at the same level as the rest of the party.

Players can choose between average hp or rolling hp. The decision can be made at every level. For example getting to level 2 you may choose to roll, and then at level 3 choose to go to average, then back to rolling for level 4.

Player’s can select content from the 2024 edition of D&D 5e. Characters are created directly in foundry.

Evil characters are permitted but should want to work with the group. Even if you plan on backstabbing the group at some point that is ok, discuss this with the DM first though. Playing the character shouldn’t cause other players to not enjoy the game. Final decision on whether a character is acceptable is up to the dm.ion, select one level 1 feat from https://www.dndbeyond.com/sources/one-dnd/character-origins that you would like to have. Let the dm know which one you choose and it will be added to your character sheet.

Homebrew Rules

General

Identifying magical items

Magical items can only be identified by use of the identify spell, the study action, or an NPC knowledgeable in magical items. A short rest does not identify a magical item. Some feats may be discoverable, ie press a button to make an immovable rod to stop moving, or may automatically apply, ie attacking with a +2 long sword, however the player/character will not know the exact details. 

Sprinting

A character may use its action and bonus action to sprint. A sprint allwos a character to move 5 times their regular speed in a straight line. Any opportunity attack made against a sprinting character are made at advantage.

Stealth Rolls

Stealth rolls are not rolled at the time of declaring your action, instead they are rolled when appropriate. This may mean that while stealthing you may make multiple rolls. For example you may be breaking into a mansion to steal something. You pass the first room which has guards in it and choose not to go in. This will require a stealth roll to see if they notice you or not. If they do not and you continue, you now decide to go down a corridor hiding in the shadows from another set of guards. This will require a second roll.

Targeting

Spells and abilities that only specify creatures as valid targets may be used to target other things at the DMs discretion. The effect is also at the DMs discretion. Examples of some things which would be allowed: Using Thornwhip to grab a 5ft diameter rock and pull it closer to you (potentially pulling it off a ledge and landing on an enemies head). Examples of what would not be allowed: Repeatedly using Eldrtich Blast to dig your way out of a collapsed cave. Interesting and unique ideas are more likely to be accepted. If allowed, the DM will set any AC to achieve goal, or may request something other than a traditional attack roll. The DM may also put a limit on the number of times the player can try before it is determined they are unable to achieve their goal.

Combat

Movement

Movement will use the optional rule for diagonals. When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.

Flying and Falling

When flying through a magical means that is not turned off, such as the fly spell or winged boots, that keeps you from falling even if knocked prone, you cannot fall while the spell is active. Gravity is not affecting you at this time.

When flying with non magical wings, if you choose to fall, you will hit the ground, taking fall damage and landing prone.

Spells

Wish

The stress from casting Wish for an effect other than duplicating a spell slot only applies if it is cast using a spell slot or class feature. Casting wish through a magical item does not result in the stress, however, as per usual, the wish may not have the intended results.

Minions

Minions are a rule which allow the DM to run a large number of monsters quickly and easily.

Shared Turns

Typically, all minions of the same stat block act on the same turn. Since they share a turn, the minions can each move into position then each use an action if they wish, instead of each moving and taking an action individually.

Minion Attacks

Each minion has a group attack action that speeds up play. In a group attack, two to five minions of the same stat block that share a turn can all use their action to take the same action and attack one target, provided the target is within the attack’s reach or range for each minion.

  • The dm makes a single attack roll for the group attack, this counts as one attack.
  • A group attack roll gains a +1 bonus to the attack roll for every minion in the attack. For example, if four goblin minions make a group attack together, the attack roll gains a +4 bonus.
  • If the group attack hits, the damage is multiplied by the number of minions that made the group attack. For example, if 5 goblin minions hit with a group attack that deals 1 damage, their group attack deals 4 damage.

The GM decides how many minions participate in a group attack. For instance, if five minions surround a target, the GM may decide to have all five attack at once to speed up combat, or may break up the attacks among smaller groups in order to increase the odds that some minions hit while others miss. A single minion can even use their group attack action on their own—they make the attack as a normal creature would, and simply don’t benefit from any group bonuses.

Advantage and Disadvantage

A group attack is only made with advantage or disadvantage if all the minions making the group attack have advantage or disadvantage on the attack roll. Otherwise, the attack is made without advantage or disadvantage.

Target Response Effects

If a group attack triggers a reaction or similar effect that would normally affect a single attacker, such as the fire shield or hellish rebuke spell, the target of the group attack picks one minion that was part of the attack to be affected by the effect.

Group Opportunity Attack

If a creature provokes an opportunity attack from more than one minion of the same stat block at a time and those minions have a melee group attack action, the minions can each use their reaction to make a group attack as an opportunity attack.

Killing Minions

  • If the minion takes any damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0.
  • If the minion takes damage from another effect, they die if the damage equals or exceeds their hit point maximum, otherwise they take no damage.

Overkill Attacks

Powerful weapon attacks can kill more than one minion in a single maneuver called an overkill attack. Overkill attacks do not work with spell attacks. Any additional damage added from a spell or other effect, such as a divine smite or booming blade do get calculated into overkill damage.

As already discussed, a weapon attack requires only 1 point of damage to reduce a minion to 0 hit points, regardless of their hit point maximum. However, when a weapon attack’s damage does exceed the target minion’s hit point maximum, the attack becomes an overkill attack and the damage dealt beyond the minion’s hit point maximum becomes overkill damage.

Overkill damage can be applied to a second minion that has the same stat block as the target and is in overkill range (see below). Damage against the second minion is counted as if you made a weapon attack against them; since it only takes 1 point of weapon damage to reduce a minion to 0 hit points, any amount of overkill damage immediately knocks them out. But wait, it gets better—if the initial attack’s overkill damage exceeds the second minion’s hit point maximum, the leftover overkill damage can roll over to a third minion, and so on! In other words, for each time the overkill damage exceeds the new target’s hit point maximum, the attacker can choose an additional minion to reduce to 0 hit points.

For example, when a weapon attack deals 18 damage to a minion with a hit point maximum of 5, the overkill damage is 13. If there are three additional minions of the same stat block in overkill range, they can all three be immediately reduced to 0 hit points, since the overkill damage exceeded the target’s hit point maximum more than twice over. Overkill attacks can’t be made as part of an opportunity attack.

Overkill Range

Minions must be within a certain range to qualify for an overkill attack, determined by whether the attack is a melee or ranged attack.

Melee Overkill Attacks. When a creature hits a minion with a melee weapon attack, other minions within reach of the attack are in overkill range and can be chosen as additional targets for an overkill attack. The overkill attack can’t target minions outside the weapon attack’s reach.

Ranged Overkill Attacks. When a creature hits a minion with a ranged weapon attack, other minions in a line originating from the creature in the direction of the target, to a distance equal to the weapon’s short range, are in overkill range and can be chosen as additional targets for an overkill attack. The overkill attack can’t target minions outside the line or beyond the weapon’s short range.

Special

Magic may not always work as expected. In these cases you will be given the opportunity to replace the spell upon your next long rest.

Rules Clarifications

These are clarifications of rules as I run them. In all cases, these are the general rule, there may be feats and abilities that may make these rules no longer apply.

General

Hiding/Stealthing

In order to hide or stealth you must not be readily visible to the target. If they are aware of your presence, this means total cover or heavily obscured vision. Some things may also alert the enemy of your location even if they can’t see you. For example. if you have a lit torch and are hiding behind a wall you may still not be able to hide properly as the light will give away your presence. ¾ Cover may be enough to hide from people that have not yet seen you. 

Crawling

When crawling each foot you travel counts as double the distance, under regular terrain this would be 2 feet per every foot.

Verbal Spell Components

When casting a spell with verbal components the spell cannot be cast silently/stealthily without use of a spell or feat, such as the Subtle Spell metamagic or having a silence spell between the caster and someone hearing the spell.

Casting Spells While Falling

Spells with a spell casting time of action or bonus action may only be completed during falls if the fall is greater than 500 feet.

Combat

Natural 20s and Natural 1s

Nat 20s are only automatic successes on attack rolls, and are considered a critical hit. Critical hits roll double the normal number of damage dice. Nat 1s are only automatic misses on attack rolls. Skill check and saving throws are not affected by either of these.

Movement and Stealth

You can move at full speed and still use stealth/hide during combat

Attacks and Saving Throws

When an attack is made that requires a saving throw for additional damage, such as poison, the 2 instances are separate damage. Critical hit damage only doubles the initial damage that is applied before the saving throw and abilities that target an instant of damage must be one or the other. If it targets the damage from an attack roll it only targets the first instance resulting from the attack roll.

Heroic Inspiration

Heroic Inspiration can be used to reroll any single die, this can be a d20 for a d20 test or a die included in damage. This only allows one die to be re-rolled, even if you have advantage on the roll.

Spells

Levitate

Flying creatures affected by levitate can still fly normally.

Actions

Hide Action

In order to hide in combat from creatures that are aware of your presence you must have total cover from creatures or vision must be heavily obstructed. Exceptions: you cannot hide if total cover is provided by something transparent and creatures can still see you. For example wall of force provides total cover but is invisible. Certain feats may allow you to hide under additional circumstances.

Features

Naturally Stealthy

There must be at least one creature between the player character and the creature you are trying to hide from.