House Rules
Martial Skill:
General Rules
Flanking:
All associated flanking optional rules are utilizing including flanking, pinning, and height advantage:Flanking: When a hostile creature is located between two opposite allied creatures, those allied creatures will have advantage on melee attack rolls. For a creature to be considered ‘opposite’, creatures must be within 5 feet of opposing corners of their target. Additionally, the hostile creature must be no larger than one size class above the smallest allied creature.
Pinning: When a hostile creature is between an allied creature and a wall, the allied creature gains advantage on melee weapon attacks. Additionally, the hostile creature must be the same size or smaller than the allied creature.
Height Advantage: When a hostile creature is at least 10 feet below and 5 feet away from an allied creature, that allied creature gains advantage on all ranged weapon attacks.
Advantage Stacking:
When a creature would benefit from multiple sources of advantage, instead of rolling the die more than 2 times, the creature instead may add 1d4 to the advantaged roll. Similarly, multiple sources of disadvantage would result in a 1d4 subtraction from the disadvantaged roll. However, this rule does not stack; no bonus or penalty can exceed 1d4.
Inspiration:
Inspiration is a point that can be given by the DM for any number of reasons. This point, which can be used to reroll any roll for a character within sight, can alternatively be used to gain gold pieces equivalent to the character's level multiplied by 10. A player can't transfer inspiration between characters, and cannot gain more than 1 point of inspiration at a time.
Player Summons:
Player summons that exceed more than one creature will use Mob Combat Rules. Additionally, summoned creatures share their initiative count with the summoner, and as such, do not roll initiative when summoned.
Unconscious Roleplay:
For roleplay purposes, when a creature reaches 0 hp and begins rolling death saves, they may choose whether they are unconscious or awake. While a creature that chooses to remain awake may speak as a free action, they are still bound by all other standard restrictions of the Unconscious Condition.
Firearms and Guns:
Rules regarding firearms and their associated ammunition can be found linked here.
Magical Tattoos:
Rules regarding magical tattoos can be found here.
Lasting Wounds:
Due to the tremendous strain of fatal wounds on the bodies of live creatures, failed death saving throws may only be removed on long rests with food and drink, similar to how levels of exhaustion are treated. While this rule may be considered optional if a party is wholly against it, this rule is in place to remind players of the severity of death, and as a gentle encouragement to not horde healing and use them as a preventative measure.
Optional Rules
The Massive Damage:
The DMG’s massive damage rule may be used by parties seeking more of a challenge.
Shock:
For those truly wishing to test their mettle, they may instill the rule where if a creature receives damage equal to or greater than its hit point maximum, they will die immediately. However, this damage must come from a single source. Additionally, critical hits will not inflict Massive Damage.
Contributing Encounters:
Any player may propose a pair of random encounters via direct message to your DM. To do so, the player must submit one negative encounter and one positive encounter. While all contributions are welcomed, the DM still reserves the right to deny any entry.
Custom Spells:
If a player has selected a custom spell that later gets modified by their DM, the player may choose to replace it with another spell that is of the same level or lower if they desire.
Saving Allies from Peril
Any effect that allows a creature to incapacitate, paralyze, or similarly take away a players entire turn/action, is now considered concentration, and can be removed if the creature's concentration is broken. See 5e Concentration Rules