House Rules in Alte'vurl | World Anvil
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House Rules

Mercer's Rule:
-Every character can drink a potion as a bonus action, but it is still an action to make another drink.
Hulmes' Rules:
-When a critical hit is rolled, maximize the die results, roll all the die again, add them all together, and then the modifier. (exception, chaos bolt specifically you roll double the dice).
-One free check each turn to attempt to analyze a mechanic
Back's Rule:
-Whenever percentile dice (d100) are rolled, instead of 1-100, its 0-99. 00-0 is 0, 90-9 is 99. Add 1 to correspond to most tables.
Widowgast's Rule:
-If the target of a disintegrate spell succeeds on their Dexterity save, the ray now functions as a line spell, targeting whoever (or whatever) is behind the original intended target and so on until it hits something.
Mulligan's Rule:
-Wild Magic Sorcerer's Wild Magic, if casting a spell doesn't trigger it, it increases by 1 each time, until triggered, and it resets.
Fudge's Rule
-Long rests in a comfortable space, such as an inn, allow for the recovery of all hit die, and remove 2 levels of exhaustion.
Cunningham's Rules:
-Intimidation can be rolled with Charisma or Strength, depending on how it is approached.
-Streetwise check ( charisma version of History), primarily used for fencing
-Spell slots get converted to a number of spell points equal to the spells level, except for a characters highest spell slot(s) above 7th level. Casting a spell using points requires a number of spell points to be spent equal to the spells level.
-Exhaustion is a stacking -1 per level to skill checks, saving throws, attack rolls, and Spell Save DC. additionally, at 5 levels of exhaustion, movement speed is halved. at 10 levels, the character dies.
-Initiative rest? can be done once per battle, must be (unanimous/ majority vote?)
Bishop's Rule:
if a player rolls 3 nat 1's in a session, they gain an inspiration for the session.

Fading Spirit:
revival DC starts at 10, +1 for each time revived.
Basic Revive:
If your revive spell has 1 action or less, to cast, then the caster rolls a D20+spellcasting modifier and must beat your revival DC to be a success. if this fails, you cannot make another basic revival attempt.
Ritual Revival: up to three members of the party can offer to contribute to the ritual via individual skillchecks. the Dm asks them each to make a skillscheck based on their contribution, with the DC adjusting to how helpful/impactful the contribution is. after all contributions, the fallen player then rolls a single ressurection check with no modifier. for each successful check, the DC decreases by 3, each fail increases the dc by 1.
future concepts:
selecting an array with a stat stat 9 or lower gets Lucky feat. Selecting an array with a with a stat 5 or lower gains Lucky, AND one of the feats below. (Fudge)
Alert, artificer's initiate, defensive duelist, dungeon delver, eldritch adept, fighting initiate. grappler, mage slayer, metamagic adept, poisoner, prodigy, savage attacker, skulker

quests to improve a backgrounds feature.
3 successful death saves= 1hp?
can replace an attack to break a grapple

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