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My Personal House Rules

So here the main house rules that I make use of, these can be argued:

Potions, you are allowed to have three outside your pack, when suffering significant bludgeoning damage they can be broken, but they are a bonus action for you to personally drink.

Devils Bargain, at any point if your looking for an extra dice to roll on any check, you can use a bonus/reaction to entreat an otherworldly power for help, and they will make you an offer. The whole exchange takes place inside your own mind, and the bonus (if accepted) will last for 1 round of combat (unless otherwise stated in the contract).

Drunkeness, getting plastered will make you drunk, and being drunk makes you hungover, who'da thunk. The effects stack like exhaustion and take time to wear off, or can be immediately cured with a greater restoration.

Drunk:

Level 1 - disadvantage on all charisma checks and saving throws

Level 2 - disadvantage on all melee attacks, and auto fail ranged attacks

Level 3 - speed halved, blacked out, control transferred to dm

Level 4 - Unconscious, takes a full 8 hours rest unwakable

Hungover

Level 1 - disadvantage on all deception and persuasion checks

Level 2 - disadvantage on all perception checks in bright light

Level 3 - disadvantage on all intelligence and wisdom saving throws and checks

Level 4 - speed halved

Pushing yourself: When you desire it is possible to push your body beyond it's normal limits, however your body isnt designed to work under this great a stress and will start to falter if it is kept up to long. While pushing yourself: a short rest is 10mins, a long rest is 1hr and you do not have to remove armor to rest but for every 3hrs that someone pushes themselves they take 1 point of exhaustion only cureable by an 8 hour rest.

Magic: Spells work based off the way things were when they were created, or the way things are once they are updated. Eg. Comprehend languages will decipher any language known at the creation of the spell, or any that have been added to the spell since. Any dead languages that predate the spell will not be translatable because they have not been added to the spell. Like its a perfect google translate.

Rules for bigness: Most doors and buildings wont be build to your exact size, so you wont be able to enter a lot of them the normal way. Weapons and magical items tend to be sized for medium creatures, so finding things of that nature to fit you will be difficult. However, any weapon with th two handed or heavy property for medium creatures is negated for a large creature, weapons properly sized for you will deal more natural damage than those for medium creatures. Finally your size makes you naturally resistant to any poison created from small or tiny creatures, and from doses meant to target medium creatures.


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