House Rules

Ability Scores
Players have two options when creating a character for ability scores. The may roll for each ability score or they may take a set ability score array.

  • Roll: 3D6 for each ability score
  • Array: 16/14/12/10/8/6

Criticals

  • Critical Attack
    A character who rolls a critical attack roll can cause double damage on the attack or choose one of the following options: Critical Attack Options
  • Critical Save
    A character that rolls a critical on a save has resistance to the attacking damage type for 1 round (including the triggering attack).
  • Critical Skill Roll
    A character that rolls a critical on a skill roll has advantage on the next skill roll they make before they take a short or long rest.

Fumbles

  • Fumbled Physical Attack
    A character who fumbles a physical attack suffers all the following effects:
  • The character’s turn ends and they can’t take reactions until their next turn.
  • The character may has a wrong/backwards effect (eg drop weapon) or suffers 1 level of exhaustion
  • Fumbled Spell Attack
    A character who rolls a fumbles a spell attack roll suffers all the following effects:
  • The character’s turn ends and they cant take reactions until their next turn.
  • The Magical energy leaks out around the caster covering a 5’ + 5’/spell level radius and lasting 1D4+2 rounds with one of the following effects: Magical Fumble Effects
  • Fumbled Save
    A character who rolls a fumbled save has vulnerability to the attacking damage type for 1 round (including the triggering attack)..
  • Fumbles Skill Roll
    A character that rolls a fumble on a skill roll has disadvantage on the next skill roll they make before they take a short or long rest.

Item Construction

Magic Items

  • Detecting: To detect magic on an item requires a Detect Magic spell.
  • Identifying: To identify a magic item requires an Identify spell.

Movement

  • Shifting: Characters may spend all their movement to shift 5’ without drawing opportunity attacks.
  • Flanking: Characters on opposite sides of an enemy in melee get a flanking bonus gaining advantage on melee attacks.

Rangers

  • Beast master rangers beast is a spirit animal that may be re-summoned in a 1 hour ritual. The ranger uses his bonus action to make the beast attack instead of his normal action.

Resting

  • Short Rest: A short rest is 10 minutes long.
  • Long Rest: A long rest is at least 8 hours long, and you must sleep for at least 6 of those hours, characters regain half their hit dice (rounded up) back after a long rest and recover from 1 level of exhaustion.

Skill Clarifications

  • Arcana: Chaos Lore, Dragon Lore, Magic Lore
  • History: Giant Lore, Goblin Lore, Monster Lore
  • Investigation: Detect Traps, Find Clues, Tracking (Identify Tracks)
  • Nature: Elemental Lore, Fey Lore, Flora & Fauna Lore
  • Perception: Alertness, Searching
  • Religion: Celestial Lore, Demon Lore, Undead Lore
  • Survival: Butchering, Find Food/Water, Hunting, Skinning, Tracking (Follow Tracks)
  • Lore Books: A character may study a lore book for 1D4+1 weeks (for a minimum of 1 hour per day) to gain expertise in a specific lore area. The character must have the base skill to learn a lore belonging to that skill.
  • Language Books: A character may study a language book for 1D4+4 weeks (for a minimum of 1 hour per day) to learn a new language.

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House Rules

Kelia Lyranthe