A Running List of House Rules in Archaios | World Anvil
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A Running List of House Rules

The following are the variant and house rules we employ at our table. These can change, be taken away, or added to based on group feedback and discussion.   Potion Consumption. A potion can be consumed as either an action or a bonus action. If the potion effect calls for a roll (like a potion of healing), consuming it as a bonus action requires said roll. If it is consumed as an action, it instead grants the maximum value. Feeding a potion to another character requires an action and a dice roll to determine its effects.   Throwable Potions. Some potions (like healing potions) can be thrown and administered topically as opposed to ingested (some potions still need to be ingested for their effects to take effect; usually more unique potions like those of gaseous form or cloud giant strength). Thrown healing potions always require a dice roll to determine its efficacy. A thrown potion is considered an improvised throwing weapon (20/60 range). A willing or incapacitated recipient is considered to have an AC of 10.   Spicy Crits. When a critical hit is rolled, instead of rolling two dice, add the maximum value of one of the weapon's damage dice to a normal damage roll. Add-ons like smites, sneak attack, or poison still roll doubled dice as normal.   Flanking. Add 1d4 to your attack roll when flanking an enemy.   Crits on Saves and Skill Checks. A natural 20 on a saving throw is considered a success regardless of modifiers. Likewise, a natural 1 is considered an automatic failure. For skill checks, modifiers must still be added even to natural 20s or 1s on the dice to determine the outcome of the check.   Crafting Proficiency. Proficiency in crafting consumables like potions or poisons allows for the crafter's proficiency bonus to be added to healing or damage effects that call for a roll (for example, a level 2 character proficient in an alchemy kit can create minor healing potions that heal 2d4+4 instead of 2d4+2). Likewise, poisons that have a save DC can instead use 8+proficiency+wisdom to determine the save DC when crafted.   Magic Clash. If the casting of a spell triggers 2 or more counterspells in succession (i.e., enemy wizard casts spell, PC counterspells, enemy wizard counterspells the counterspell), a wild magic surge is triggered. If the surge effect would target an area, it occurs as close as reasonably possible to the halfway point between each involved caster. If it would target "the caster," it targets all involved casters.   Absent PC Deaths. Should a PC die in combat and their player is not present at the table, the character is considered "dead" for the purposes of healing and resurrection (a la revivify). However, once combat has concluded, they are considered stable but at 0 HP as if they had succeeded on their death saving throws.   Resting Variant. A short rest is still one hour and a long rest is still eight hours, but gaining the benefits of a long rest (class feature resets, spell slot recovery, etc.) can only occur when the rest is taken in a "safe haven." A safe haven is defined as a location where the PCs can put their guard down and forgo things like keeping watch or setting wards like a tavern, stronghold, ship, etc.   A haven can be created in certain locations if the adventurers take a full day to prepare it and complete necessary skill checks (such as a survival check to locate a viable water source or a carpenter tool's check to construct fortifications).   Resurrections. Previously, we used the Critical Role variant wherein a series of skill checks was required to successfully bring someone back from the dead. Now, we will be using something of a hybrid:   When performed in a temple or other suitable holy site along with all necessary components and a proficient caster, the resurrection attempt succeeds automatically.   If attempted "in the field" with whatever materials are on hand (spell components are still required), then the skill checks come into play. When a resurrection is attempted by a spell with a casting time longer than one action, a Resurrection Challenge is initiated. Each adventurer can contribute to the challenge with a skill check of their choosing (i.e., a religion check at easy or medium difficulty for praying to the god of a devout, fallen character or an intimidation check at very high difficulty for loudly demanding the soul be returned from the aether). Finally, the DM rolls a single, final Resurrection success check with no modifier. The DC starts at 10, but is decreased by 3 for each successful contribution check and increased by 1 for each previously successful resurrection.   On a successful check, the ritual succeeds and the character is revived. If the check is failed, the character is lost, unless something akin to divine intervention, true resurrection, or the wish spell is cast.

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