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House Rules

No PVP

  • Unless both players agree; PVP means “player vs. player”.
  • This includes stealing important items, outright fighting, or similar actions.
  • Stealth/awareness

    We will be using a new system wherein you will only roll stealth checks if a specific trigger happens (like some guards walk by/look your way).

    Exhaustion

  • For every long rest missed, you gain a "Level of Exhaustion" as follows:
  • First long rest: 2 levels of exhaustion
  • Second long rest: 3 levels of exhaustion, and so on.
  • For each level of exhaustion, you suffer a -1 to all D20 rolls. If you get to -10, you die.
  • Certain environmental conditions (extreme cold, heat, etc.) can cause exhaustion as well as some spells.
  • You can remove exhaustion in the following ways:
  • Long rest: removes 2 exhaustion levels.
  • 1 hour short rest: removes 1 exhaustion level
  • Lesser Restoration spell: removes 1 exhaustion level
  • Greater Restoration spell: removes all exhaustion levels
  • Short Rests

  • Short rests allow you to gain the following benefits:
  • Roll any number of available hit dice to regain hit points (hit dice + con. modifier)
  • Reset class abilities like Juniper's spell slots or Dude's Bardic Inspiration
  • For the first short rest each day, you can take just ten minutes to gain its benefits (hit dice/class abilities reset).
  • Until a long rest, all subsequent short rests must take at least one hour to fully gain their benefits.
  • Taking a one hour short rest removes 1 Level of Exhaustion
  • “High Stakes” checks

    Roll 2d20s and take the result further from 10. This makes more extreme results for situations where there is no middle ground. You fail or win big.

    Death Saves

    Failures/successes remain until after a long rest.

    Resurrection

  • To resurrect anyone who is outside the revivify time constraints, you need to make a check (D20+spellcasting modifier) to successfully revive them.
  • The first time the DC will be 10. Every successive death or failed resurrection increases the DC by one. After a failure, no further attempts can be made until after a long rest.
  • Dying Heroics

  • At any time after level 8/9, any character can choose to sacrifice their character to guarantee victory in a battle.
  • The PC must be conscious when they make this choice (i.e. can't be making death saves/stunned/incapacitated).
  • The PC can never be brought back to life by any means, magical or otherwise. You must accept full and permanent death to use this feature. Also, victory ≠ death of the enemy.
  • Critical Hits

  • On a critical hit, you roll the normal damage, and add the max damage of one dice.
  • i.e., if you crit with a longsword (1d8 damage), you would roll 1d8, add the damage bonus you normally do (your strength), and then add another 8 (max of 1d8).

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