House Rules

House Rules 

Character Creation

  • Stats will use the “Heroic” Array – 16/15/14/12/12/8. If the majority of players wish to roll for stats instead, then we’ll do a slight variation on 4d6 drop lowest die. Each player rolls an array, and everyone can pick which one they want to use.

  • Race(Heritage): Player’s Handbook(PHB) and Eberron (E:Rftlw) races only. PHB Variant Human option is not included. We’re not using the Lineage System.

    • Changeling ASI remains as printed.

  • Classes: PHB, Artificer(Eberron), Class Feature Variant Ranger(UA pages 7-9).

  • Subclasses: PHB, Xanathar’s Guide to Everything(XGtE), Sword Coast Adventurer’s Guide(SCAG).

  • Backgrounds: Any official source except for Guildmaster’s Guide to Ravnica.

  • Spells & Feats: Any official source.

  • Warlocks may use Intelligence instead of Charisma, changing their spellcasting stat and saving throw proficiency.

  • The Hex Warrior feature from the Hexblade pact in XGtE has been moved to the Pact of the Blade option. 

  • If you’re interested in playing Monk or Sorcerer, talk to me about some possible buff ideas to bring them up to par with others.

  • Dragonborn’s breath weapon is a bonus action to use.

  • Feel free to roll for your backstory using the “This is Your Life” chapter in XGtE.

Attitude

  • I’m aiming for a cooperative game. Play with each other in mind. Be respectful.

  • Your character must have a reason to adventure and work with the party. Having differences of opinion is fine, being obstinate and difficult over every mission is not.

  • In terms of the sort of player I am personally, if one was to use the examples given here (which aren’t exhaustive of course) I would be focused on the Fiero and Ludus categories. You don’t need to match me, but that should give a general sense of where I approach the game from.

Gameplay

  • When leveling up, if you roll a 1 on your hit die, you may reroll once.

  • I’m not using flanking. Granting a benefit as statistically significant as advantage for standing on opposite sides of a creature impacts with too many features (Reckless Attack, Fighting Spirit, numerous spells, etc). The editions that have flanking often have other rules that balance it, such as more restrictive movement.

  • Potions are a bonus action to drink.

  • No skillcheck dog-piling.

  • For ties in initiative, players can pick amongst themselves for the order, though it will stay the same for the entire combat.

  • The first point of the Shield Master feat now reads: “You may make a shove attack with your bonus action.”

  • You must be proficient with a skill to assist others. Doing so grants them advantage on the check.

  • Default carrying capacity (15 * Strength score), keep track of what items you have, especially consumables. Encumbrance isn’t a concern (within reason), but when lives are on the line, you should know if and how many health potions you have.

  • Combat Maneuvers: The following combat options are usable by all creatures: (DMG 271-2)

    • Climb on a Bigger Creature – If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to the DM’s discretion. The larger creature can dislodge the smaller creature as an action – knocking it off, scraping it against a wall, or grabbing and throwing it-by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

  • Disarm A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

  • Overrun When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

  • Tumble – A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

  • Brutal Critical: To ensure that crits are always impactful, instead of double dice, players will do max dice damage + normal damage roll. So if your damage is 1d8 + 4, on a crit it is 1d8 + 4 + 8.

  • When a PC drops to 0 hit points without being killed outright, they take a level of exhaustion.

  • Resurrection: No PC may be resurrected more times than their (Constitution Mod + Charisma Mod) divided by 2, to a minimum of 1. (Considering some of the advice here)

    • The strenuous process of being pulled back to life takes a toll on anyone’s body and spirit. The following consequences will occur: 

  • The player rolls a percentile,

    • 26 and up, nothing happens

    • Below 26, roll for long-term madness.

    • Coming back from death carries an appreciation of subtle details in life, and any PC that undergoes the process will gain proficiency in the player’s choice of Insight or Survival. If they have both already, nothing happens.

Spells

  • Guidance may only be used in situations that make sense within the parameters of the spell, and without meta-game knowledge.

    • Range: Touch – enough said.

    • If a task takes longer than a minute, Guidance cannot apply to the check. If your character stands behind someone and spams Guidance on them for an hour as they do a menial task, your deity may start to reconsider granting them miracles.

    • If your character has no way of knowing that another character is doing something that requires a check (eg. thinking about something important) or is unaware, they cannot grant Guidance on the check.

    • Guidance can only be used once on a skill challenge.

  • Conjure Woodland Beings will not summon pixies. No cheese here, thanks.

  • True Strike has been replaced by the following:

    • True Strike

    • Divination cantrip

    • Casting Time: 1 action

    • Range: 60 feet

    • Components: S

    • Duration: 1 minute

    • You steel your resolve, calling upon a small mote of arcane assistance. You gain advantage on your next attack roll on a target within range made while this spell is active. The spell then ends.

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