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House Rules

Potions, Scrolls & Loot

  • Bonus action to drink a potion.
  • If you use an action to drink a potion, gain max healing.
  • Action to give a player a potion - they gain max healing.
  • If you do not have the potion/scroll card, you do not have the item.
  • If loot or items are not written down, you do not have it.

Spells

  • Counter Spell. Cannot successfully cast on your turn as a reaction while you are casting a spell (ex. If you’re casting fireball and it gets countered, you cannot counter the counter). However you can cast counter spell, but the interrupted spell does not go off.
  • Revivify. Spell is cast as a ritual (not as an action) with a baseline DC of 10. Every time you die and are brought back, your save DC increases by 3.
  • Hound of Ill Omen. In melee combat the summoned creature can grant flanking only to the summoner of the hound.
  • Silvery Barbs. Spell cannot be made on an opposing attack roll that is a Natural 20. The spell also has no influence over Legendary creatures (creatures with Legendary Resistances).

Combat

  • Rolling a Natural 20 on attack rolls grants you MAX damage + rolled damage
  • Rolling a Natural 20 on initiative grants you one of the following on your first round of combat: extra movement (equal to half your movement speed) or advantage on your attack rolls during the first round of combat.
  • Can occur diagonally but moving through an ally is treated as difficult terrain.
  • If your movement ends in a space occupied by an ally continue forward to the next unoccupied space, unless there no available space within 5 feet.
  • Free action to stow weapon/item but half your movement to stow weapon + draw another.
  • Standing up only requires 10 feet of movement.

Mounted Combat

A player can gain proficiency in mounted combat after a series of skill challenges and practice. A mount in combat has an Action and Movement. Player and mount act on the same turn in initiative, in what ever order the player wishes (player or mount can go first on player's turn). Action economy is very important for players undertaking mounted combat.

Non-Proficient Riders:

  • Mounting/Dismounting costs full Movement.
  • If the mount moves at all, the mounted character must use their Action to ride. The mounted character may still use their Bonus Action.
  • If attempting to charge into combat (melee range) the character must make an Animal Handling check DC 15.

Proficent Riders:

  • Mounting/Dismounting costs half Movement.
  • If the mount uses both its Action and Movement, the mounted character uses their full Movement to ride. The mounted character may still use their Action and Bonus Action.

D&D is a GAME to enjoyed among friends. Rule of Cool surpasses ALL rules as written :)


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