Part Three - House Rules in Aesirine | World Anvil

Part Three - House Rules

Base Rules & Systems

This area is under construction! 

System

Aesirine currently exists within the D&D 5e system. That said, all content produced and published by WOTC is accepted material. The exception to this is Unearthed Arcana and material published by the community on D&D Beyond.  

Multiclassing

When you begin to paint, you may lose your skill for writing over time. I imagine such is the same for fighting: when you dedicate your soul to your Patron you may loose touch with the arcane sorcery that once came natural to you. An amendment to the multiclassing rule:  
  • When a player is to take a level in a class that is not their starting class, they may forgo a level in their starting class to gain two levels in their new class. They may do this as many times as they are able so that their starting class never goes below level 1.
  Players must still meet all requirements for multiclassing as is normal. If you do not, please speak with the DM. This is to attempt to bridge the divide to make multiclassing later in the game less punishing.    

Changing a Character

  Sometimes you try something out and the subclass isn't playing the way you'd like. Sometimes the race doesn't have the vibe you'd wanted. That's totally fine, it happens. As a result:  
  • All players have until level 3 to change any feature about themselves other than their core class and/or other items that are directly tied to their backstory. The DM has final say in this matter. Exceptions may be made if a player feels their character is not doing as they intended. The point of this entire game is to have fun, if you're not enjoying it speak up!
   

Changing Spells

Bard, Sorcerer, and Warlock all class as learned spell caster. They are able to select a spell upon leveling and keep it for the remainder of their time playing. The only opportunity to change these spells out is upon leveling, the player may forget a single spell it knows and learn another in its place. Due to how punishing this can be, especially to individuals new to their classes, I am allowing the following change for all casters, not just the learned classes:  
  • All characters may reset their spell list as many times as they wish until level 5. Once they level up to 5, they must stick with the spells they have learned therein.
 

Fame and Reputation

A player that is performance based in nature or continually performs heroic deeds can access the fame and reputation track. These terms will be used interchangeably.This track is intentionally kept simple to be implemented seamlessly. The maximum fame a character can have is +25 and minimum is -25. Subsequently the DC for all fame-based interactions is 25. If the NPC succeeds, they will recognize the character by name or on sight. The check is made by adding the player's fame + the region they're in.  
Sphere of Influence Bonus
Character is famous within the region and a local household name, whether it be positive or negative. This bonus is often associated with acts of heroism that the small folk would know or local performers that have permanent venues. +10
The NPC is close to someone apart of the character's social circle.  +5
The character has befriended or works for a local organization/powerful person which is public knowledge. +2
  A player gains reputation/fame by completing acts of heroism or through art. Through heroism, when a major turning point of the story happens the DM will add a point to a player's fame/reputation track. This can be found in your skills on D&D Beyond, which I would recommend adding as a note within Foundry. The DM will keep track of this within a journal on Foundry for all fame-related DC checks.   

Gaining Fame Through Downtime

This is typically for folks that are entertainers or artists. A detailed description of this can be found under the Performance and the Arts section of Part Four - Downtime Activities 
Result Fame Generated
0 successes The character loses -1 fame and gains 10 gp.
1 success The character gains 0 fame but gains 50 gp in payment.
2 successes The character gains +1 fame and gains 100 gp in payment. Alternatively a player may perform pro-bono at this level and gain an additional +1.
3 successes The character gains +2 fame and gains 250 gp in payment.
 

Classes

  I am going to stick with the classes my players are currently playing. Thankfully, they are limited.

Bard

Bards have the additional options available to them:  
  • Bardic Inspiration Heal: Immediately after another creature within 60 feet of you that you can see or hear takes damage, you can use your Reaction to roll your Bardic Inspiration die and restore a number of Hit Points to the creature equal to the number rolled.
  • Spell Scrolls: Bards may utilize all spell scrolls that are from the illusion, enchantment, abjuration, and transmutation schools regardless if it belongs on their list or not. All other spell scroll casting rules still apply.

Cleric

  • Spell Scrolls: Clerics may utilize all spell scrolls that are from the abjuration and divination schools regardless if it belongs on their list or not. All other spell scroll casting rules still apply.

Druid

  • Spell Scrolls: Clerics may utilize all spell scrolls that are from the conjuration and evocation schools regardless if it belongs on their list or not. All other spell scroll casting rules still apply.

Circle of Land

  • Bonus Cantrip: At level two when you would gain one druid cantrip, instead gain three total.
  • Land's Stride: In addition, the spells you cast that would hinder your movement via difficult terrain do not impede you.

Circle of Dreams

Extended spell list
Druid Level Spells
3 Sleep, Aid
5 Catnap, Beacon of Hope
7 Hallucinatory Terrain, Aura of Life
9 Dawn, Seeming

Miscellaneous Rules

Death Saving Throws

Death saving throws will be rolled between the player and the DM. The player should not communicate their status to their party members. Enjoy the realism. Experience anxiety. Muahahaha. (I am willing to bend on this rule).  

Knowledge Proficiencies

Whenever you would be given the opportunity to gain a non-specific tool proficiency as a part of your class, background, race, etc. you may substitute this for a knowledge proficiency. This is a deep understand of a specific field of knowledge. Some examples can include:
  • Knowledge of a specific monster that you have studied; such as a Dragons, Giants, or Aberrations.
  • Knowledge that falls under a profession; such as Metallurgy, Forestry, or Farming.
  • Knowledge within a specific aspect of magic or science; Necromancy, Alchemy, Runes, or Artifice.
  • Knowledge that exemplifies a specific area of expertise; such as Politics, Warfare, or Trade.
You may add proficiency bonus to ability checks to recall information that reasonably fits within your knowledge proficiency.

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