House Rules Summary

Part1


Chapter 2: Races

   

Chapter 3: Classes


Monk
Way of the Amaranth Order
Rogue
Rune Master
Warlock
Otherworldly Patrons
Pact of the Raven
Invocations

Chapter 4: Personality and Backgrounds


Inspiration
Backgrounds

Chapter 5: Equipment

Armor and Shields
Weapons
Tools
Artisan Crafting
Mounts and Vehicles

Chapter 6: Customization Options

Multiclass
Feats

Part 2

Chapter 7: Using Ability Scores

Advantage and Disadvantage
Providing Advantage
Tactical Advantage
Ability Checks
Saving Throws

Chapter 8: Adventuring

Time
Movement
The Environment
Materials in Cre
Social Interactions
Resting
Illness and Diseases
Between Adventures
Store and Resources
Training
Languages
Tools
Retraining
Proficiency Versatility Training
Spell Versatility Training
Fighter Versatility Training
Favoured Enemy Versatility
These are based on Xanathar’s Guide to Everything for Reference pg 125
Shopping, Trading and Selling
Carousing
(TIme does not need to be consecutive and gold must be provided up front)
Crafting (see Artisan Crafting)
Crime
Gambling
Pit Fighting
Relaxation
Religious Service
Research
Scribing Spell Scroll

Chapter 9: Combat

The Order of Combat
Companions & Allies
Movement and Position
Tactical Advantage
Actions in Combat
Action
Bonus Action
Reactions
Free Actions
Making an Attack
Cover
Damage and Healing
Resurrection
Mounted Combat
Underwater Combat
Holding your Breathe

Part 3

Chapter 10: Spellcasting 10

Casting a Spell

Chapter 11: Spells

House Rules for Non-Combat
Ability Checks
House Rules for Magic Effects outside of Combat
House Rules for Combat
Initiative
Your Turn
Action
Bonus Action
Movement
Magic

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