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House Rules

In addition to the rules mentioned in the Player’s Handbook, the following House Rules(some from the Dungeon’s Master Guide) will also be in effect:  
  • Diagonals – DMG 252
  • When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
  • Healer’s Kit Dependency (with a twist) – DMG 266
  • A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds. The number of Hit Die the character can spend will depend on a Wisdom(medicine check) made by the character using the Healer’s Kit
    DC Max HD to spend Bonus
    5
    Can’t spend any HD
    heal 1 hit point
    10
    Up to half available character’s HD
    15
    All available character’s HD
    20
    All available character’s HD
    heal 1 extra hp/HD used
  • Slow natural healing – DMG 267
  • Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.

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