House Rules
There are a few additional rules which I would like to incorporate into our Dungeons & Dragons 5E games, mainly because I consider them to enchance the players' overall enjoyment and improve specific aspects of gameplay.
1. Flanking: When two or more creatures are withing 5 feet of a foe who isn't larger than up to two tiers their size (for instance, two medium-sized creatures surrounding a huge creature) and if an imaginary straight line connecting them passes through the creature in the middle, that creature is considered flanked and the two others are considered to be flanking it. Each flanking creature gains a +2 bonus to all their melee attack rolls against the flanked creature. However, there are certain types of creatures which cannot be flanked, such as the beholder, which can see in all directions at once through its numerous eyes.
2. Inspiration maximum: There is no limit to the amount of inspiration points a player character can have. Typically inspiration points are awarded to a player by the DM in either an instance of exceptionally skilled roleplaying or by bringing about an epic, cinematic, or otherwise greatly memorable in-game moment. Inspiration points can be utilized in a similar way to the Luck feat, meaning that a player may expend them to reroll any dice and keep the result of their liking. Inspiration points can be bequeathed from one player to another at any time; lore-wise, this is akin to magically gifting one's luck to another person.
3. Potions of Healing: In their original 5E version, potions of healing can be somewhat underwhelming, especially if one rolls low when consuming them. Therefore, all potions of healing of any tier (simple, greater, superior, etc) restore the full number of Hit Points they previously could grant. For example a common potion of healing now heals for the greatest possible result of 2d4+2=10 Hit Points when consumed. Consuming a potion still counts as an Action, unless otherwise stated.
4. Spell Scrolls: This magic item is often underutilized in 5E due to the difficulty in either making, procuring or using it. Henceforth, Spell Scrolls can be used by any sentient being who can read them, regardless of whether they are a spellcaster or not or if their spellcasting class contains the mentioned spell in their list of known spells. If a non-spellcaster individual reads a spell scroll in order to activate it and cast the spell contained within, they have to roll a die to see if the spell resolves or fails. The DC for the roll is the spell's level+8, while the aforementioned non-spellcaster rolls a d20 and adds their proficiency bonus and Arcana modifier to their result. Spell Scrolls which contain cantrips resolve without the need to roll if they succeed or not. Reading a spell scroll requires an Action unless otherwise stated.
5. At Zero Hit Points: When a Player Character is reduced to 0 HP, if no other prior conditions apply (such as petrification or being stunned) the downed character isn't considered unconscious. Instead, they are thought to be experiencing a state of mental awareness which allows them to still perceive and have limited communication with others in their environment, similarly to how a severely wounded individual might still retain their senses. However, they are considered to be too weak to take any Action, such as attacking, moving, or casting a spell, and they are still required to roll Death Saving throws on their turns. The sole benefit to this minor change is the potential roleplaying opportunities that might arise, as the PC's player can now contribute verbally to the scene.
6. Death Saving Throws: Whenever a player might need to roll a Death Saving Throw for their character, they ought to make the roll in secret and not inform their fellow players of their success or failure. Such a lack of knowledge on a PC's potential safety enhances the sense of danger, raises the stakes of aiding any fallen companion, and introduces the possibility of a likely imminent death, which might increase the players' involvement during gameplay.
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