House Rules and Clarifications

House Rules and Clarifications


Character Creation


Races and Classes

  • Only dwarves may take the smithing tools proficiency. If they have this proficiency they must take the guild artisan background.
  • Tieflings and Dragonborn may face racial exclusion in normal society.
  • Any wizards must be from the Wizarding College unless they are a Gnome.

Statistics and Features

  • Stats must be rolled.
    • After rolling a player may choose to shuffle stats around or re-roll one statistic.
  • Background features (Bond etc.) can be rolled or chosen. Rolling is encouraged.

Starting Items

  • Martial weapons can be 'downgraded' to simple weapons and heavy armour to medium or light.
  • Any other item switches must be specifically requested of the GM.
  • Starting items can be sold at 1/3 listed price as per normal rules for sale of items.
  • Any item is the PHB can be purchased by a starting character, but restrictions may apply after the start of the game.
  • Every player starts with a Trinket, which is rolled randomly.

Character Death

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Death:

  • New characters start at Level 1 with 0 experience.

House Rules


Scrolls

  • How quickly and efficiently you can read a scroll depends on preparation and capability.
    • If you are a spell caster with that spell in your class you can read the scroll with an Arcana check.
    • If you have arcana you can read a scroll if you have one hour to prepare.
    • If you are neither a spellcaster nor have arcana it takes you D4 hours of study to be able to attempt a roll.
  • The DC for these tests is 10 + the spell level.

Expansions

  • Any classes or abilities from Expansions require express GM permission to use.

On Critical Hits

Area of Effect:

  • Critical Success: Take 1/4 damage or no damage depending on spell.
  • Critical Failure: Take an additional 50% damage.

Ongoing Spell Saves:

  • Critical Success: Immune to that spell for the rest of that combat encounter or advantage against ongoing saves from that spell.
  • Critical Failure: Disadvantage against ongoing saves from that spell.
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Mounted Combat

  • Riding a mount in combat is dangerous. Every time a creatures takes damage in combat it's rider must make a 'Handle Animal' test or the creature will retreat from the source of the damage The DC of this test is the highest of 10 or the damage taken. This tests removes a Move action from the riders next turn.
  • Warhorses or other war trained mounts give the rider Advantage on this test. Some mounts do not need to test this, or their rider may even test to stop them getting more involved in a fight. For the sake of the 'Find Steed' spell the rider counts as having Handle Animal proficient and double proficiency if they already have it trained.

Armour Proficiency:

  • Only warhorses and other trained war mounts are proficient in the wearing of barding. All other creatures suffer Disadvantage to all actions while wearing it and have their speed reduced by 5ft.

Familiars

  • Familiars with HP less than their summoners level have their summoners level as HP.

Injury

  • A death saving throw of a 1-4 triggers a roll on the injury table. Death tokens taken from attacks after being unconscious also warrant a roll.
  • When an unconscious person is magically roused for a second time in a single long rest they gain a single point of exhaustion. If downed and revived again they receive a second point of exhaustion and so on.

Massive Damage

  • When a creature takes damage equal to or greater than half their total Hit Points from a single source they have taken 'massive damage'. A creature inflicted with massive damage must pass a DC 15 Constitution saving throw. On a fail they must roll a D10 and refer to the following table:
    • 1: The creature drops to 0HP.
    • 2-3: The creature drops to 0HP but is stable.
    • 4-5: The creature is stunned until the end of its next turn.
    • 6-7: The creature can't take Reactions and has disadvantage to attack rolls and ability checks until the end of its next turn.
    • 8-10: The creature can't take Reactions until the end of its next.

Polymorph and Transformations

  • Druids need to have seen a creature they wish to transform into.
  • Casters of the Polymorph spell need to have studied the creature in detail that they wish to turn someone in to.

Travel Rules


Travel Speed

  • A full day march is assumed to be 8 hours of travel, with appropriate short rests.
Mode Minute Hour Day Effect
Walk [Fast] 400ft 4 miles 30 miles -5 penalty to passive Wisdom (Perception) checks. No other activities.
Walk [Normal] 300ft 3 miles 24 miles X
Walk [Slow] 200ft 2 miles 18 miles Able to perform actions (e.g. Use Stealth or find food)
  • This numbers are for travel across country, but not over difficult terrain. Difficult terrain halves all movement and may slow down land vehicles more.
  • Travelling along a road increases the speed of a days march to the nearest 5.
  • Mounted Characters may add an extra hour of travel worth of distance in their travel time. For example an 8 hour march with mounted characters can count as 9 hours.
  • Characters can push themselves or their mounts to travel for more than 8 hours, however for every hour after the 8th they must have a Constitution saving throw. The DC of this test is 10+1 per hour beyond 8. On a failed test the character or mount suffers exhaustion.

Travel Activities

  • When slow marching characters may perform activities while they travel. Some examples are listed below.
  • Stealth: Move slower to avoid detection. (Stealth)
  • Navigating: Guiding the group and keeping them from getting lost. (Survival)
  • Drawing a Map: Records progress and helps group get back on track if lost. (None or Cartographers Tools for sellable map)
  • Tracking: When following the tracks of another creature. (Survival)
  • Foraging: Keeping an eye out for food and water. (Survival)

Rest

  • When in the wild a character without a bedroll may never enjoy a Long Rest. Characters with the Outlander background or Ranger/Barbarian classes may be exempt from this rule.
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