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House Rules

Rapid Quaffing

Drinking a potion is a bonus action. Feeding a potion to another player is still a full action.

What It Says On the Tin

Health potions grant the full amount of healing.

Ain't Cast, Ain't Spent

When readying a spell or action that uses a charge, the spell slot or charge is not spent unless it's effect is actually cast.

'Mercer'nary Spellcasting

Spellcasters can cast two spells per turn, as long as one of the spells is 2nd level or lower. The second spell counts as a bonus action.

Inspired Action

Each session, each player will start with one inspiration token. The token can be 'spent' to take an "inspired action." When you take an Inspired Action, you can either gain advantage on an ability check, attack roll, or saving throw OR you can give advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics (traits, ideal, bond, or flaw).

With Friends Like These...

Only one player may roll to attempt an outcome for the party, like disarming a trap. They may receive “help” from another player if that player is proficient in the relevant skill. Both players roll, the highest result is kept.

Critical BOOM!

Critical hits are calculated by finding the max damage for the attack, and then adding the damage rolls.

Called Shot

A player can choose to make a called shot, at disadvantage (This cannot be offset by an other advantage) and the target gains the benefits of half cover or three-quarters cover (ignoring Sharpshooter feat) depending on the targeted area. Effect varies depending on body part.

Gimme A Minute To Catch My Breath

If a player falls to 0HP, but is revived, they take a point of exhaustion.

Perilous Journeys

In order to gain the full benefits of a Long Rest, it must be taken in a Haven or Base Camp. Havens are locations such as inns, houses or manors. Base Camps can be setup by a player proficient with the Survival Skill and a skill check, taking 4 hours. Without a Haven or Base Camp: only half the normal amount of Hit Die are recovered, half of the spell slots of each level are recovered, no abilities that reset with a Long Rest. Short Rests are unaffected.

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