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House Rules

House Rules

  1. The DM has the final say on all table and in-game disputes.
  2. I'll be looking to experiment with a hybrid exp/ milestone system. Level ups will be based in story moments BUT they will not be scripted. By this I intend to give partial control of the leveling system back to you, you can go after the bbeg now or you can side quest to level up... The consequence is that time passes.
  3. Rule of 4 if less than 4 people can make a session it will be canceled.
  4. Potions can be used as a bonus action – Action to pour.
  5. Short rests are up to DM discretion and can be anywhere from 15 minutes to 1 hour. The Catnap spell takes 5 minutes now.
  6. Everyone rolls for HP at level up - You get the full amount on the hit die at LVL 1.
    Beyond that when you roll for HP you can’t roll 1s but must keep any other number.
    If you are rolling a D10 or D12 you can't roll below a 2.
  7. A counterspell-counterspell will prock a wild magic table roll. So be careful!
  8. All weapons will have a special (low-powered) ability to differentiate and add flavour to different weaponry. I’ll add this to your DnD Beyond character sheet as we play. Not all of the same types of weapons are alike.
  9. Any character with 14 strengths or more is automatically proficient in athletics and can choose to get expertise if they have proficiency from elsewhere.
  10. Players will recap the last sessions and whoever does gets inspiration for the day. The hosts also gain inspiration.
  11. It’s almost always possible for you to change something about your character that you don’t like. Talk to me and we can change them in or out of the game world.
  12. Try to not get too munted while playing.
  13. When drunk in game roll all charisma checks with disadvantage, but your character acts as though they got the higher roll

Game Rule Clarifications

Flanking


We will not be using the optional flanking rule – no advantage, only +2
Material components that don't have a gold value attached (such as a diamond of a certain value) can be used without explicitly buying them if you have a component pouch but materials with gold values do need to be bought (these are only consumed if the spell says so)  

Dark Vision & Perception


There are 3 lighting conditions Bright Light (No penalty) Dim Light (disadvantage) Darkness (considered blinded/auto fail)
Dark vision moves you 1 step up from the darkest lighting level
A Drow stalking through a dimly lit cavern (Dim Light) has a disadvantage on perception to see.
A Human with no dark vision and a tiefling with darkvision walk through a dark forest at night - The human automatically fails the check to see and the tiefling has disadvantage (up to the length of vision for their dark vision)
Other senses that you can use perception for are not affected (hear, taste, smell)  

Cover


A ranged attack or ranged spell attack is affected by the cover rules.   Half cover - +2 AC and Dex Saves The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.   Three-quarters cover - +5 AC and Dex Saves The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.   Total cover - Target can't be targeted directly by an attack or spell.  

Readying an action


Step 1
State the action you’re readying (attack, dodge, dash, etc.) Note you can't have your "Extra Attack" as a readied action if you choose to attack
Step 2
Specify the trigger that will cause you to do that action. Accept the fact that you will do nothing this round if that trigger doesn’t happen. In addition, actually following through with that readied action costs you your reaction.
Readying an action to cast a spell When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect and the spell slot is lost. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken and the spell slot lost.  

Surprise


Any character or monster that doesn't notice a threat is surprised at the start of the encounter. If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.

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