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House Rules - Current

1. Two potions can be prepared on your belt and taken as a bonus action, any others are an action.   2. Bonus action potions are rolled for, potions taken as an action give full benefits. 3. Devil's Bargain - At any point when a roll is made or about to be made, the DM may offer you a Devil's Bargain (or you may ask for one, and the DM may grant it). If you accept the Devil's Bargain, the roll in question becomes a natural 1 or a natural 20 (whichever is to your advantage). At any point thereafter, the DM may use the Bargain to modify any roll concerning your character to a natural 1 or a natural 20. These Bargains carry over between campaigns and are unique to the player, not the character.   4. Heroic Sacrifice - At any point while you are Dying (at 0 hit points or fewer), you may declare that you are making a Heroic Sacrifice. You immediately stand up, heal to full, regain all of your short- and long-rest resources, and take a turn, possibly interrupting another action as you do so. Every attack you make automatically scores a critical hit. Every saving throw you provoke automatically fails. At the end of this turn, you fall dead. No effect can prevent this death.   5. You can choose a lower initiative value for tactical reasons   6. Critical hits = Max Damage on Die + Rolled Damage + Modifier   7. Nat 20 on initiative means bonus round for that player.   8. Sprint - You can forgo all actions to sprint. This will allow you to move 120ft./turn. No other actions can be taken with sprint 9. Dungeon Initiative: You roll initiative when you enter the dungeon. This is your initiative for all encounters in the dungeon. Reroll Dungeon Initiative after short and long rests.   10. Vote for inspiration - End of session   11. Advantage on hit points on leveling up   12. When frightened, make the choice of entering fight or flight. Fight = must directly attack the creature who frightened you. Flight = must run as far as possible away from said creature. If you fail the save by >5 flight is the automatic choice. 13. Short rests are 10 minutes 14. Bonus Action Melee Attack at any time, no bonus attack dmg   15. Two questions are allowed to be asked in combat per turn, to anyone (Including the DM), after those two questions are asked you must complete your turn.   16. Healing Surge As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.   A character who uses a healing surge can't do so again until he or she finishes a short or long rest.   Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).   17. "Safe Haven" rules and principles   For those who don't know about safe havens, this is a homebrew rule which limits long rests to certain locations and circumstances, so that you can’t get the benefits of a long rest when you’re out in the wild. In other words: You can only get a long rest in town. Sometimes "town" is a fort, a druid grove, a mine you cleared.   People implement safe havens in different ways, but here is my way of doing it from Gritty Adventurism, a simple ruling that got a lot of workshopping over at r/DMAcademy, where these systems are often discussed at length:   Long Rests: One day of downtime in a safe haven — or more explicitly: two consecutive night of sleep in a safe haven, between which there is a day when no encounters that threaten the characters. You sleep in town, you spend a day relaxing/socializing/learning, you go back out adventuring the next morning.   Long Rests, the more popular alternative: A Long rest is just a normal 8-hour rest inside a safe haven. Not as good, IMHO, but simpler.   Safe Havens: A safe haven is an environment where characters can rest assured that they don’t need to be on their guard — that threats will not come up, or would be handled by walls, defenses, guards, etc. Towns, fortifications, guarded villas are good. Ruins, huts, or camps in the wilderness are not. This is not just about physical safety, but psychological safety; an environment where vigilance is not necessary. A good rule of thumb is: If your players are even thinking about setting up guard shifts or taking turns on watch, you’re almost definitely not in a safe haven. The DM should use judgment here, and also be very clear to players what counts and what doesn’t, outlining these spaces when they become available, and not undermining these spaces too easily. In the words of u/Littlerob, "places that are safe (no need for anyone on watch), sheltered (indoors, in a solid building), and comfortable (with actual, comfortable beds)."

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