House Rules in Halruaal | World Anvil
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House Rules

The following are house rules for this campaign setting:

 
  1. If the material component is 300 gp or lower we're ignoring the material cost
  2. Characters get one of the following feats for free at 1st level: Actor; Adroit Crafter; Athlete; Careful Crafter; Chef; Crossbow Expert; Grappler; Healer; Keen Mind; Magic Initiate; Mithridatist; Nocturnal; Observant; Poisoner; Resilient; or Spear Mastery.
  3. You can either roll foundry's dice or you own but you have to announce before you roll your dice
  4. You can roll for stats but if it's bad, you can use point buy. Or you can use point buy first.
  5. You can either have damage crits (i.e. max die damage + another damage die + mod) OR roll on the critical success chart.
  6. At the dm's discretion if you can predict your crit before rolling your d20 you can choose the result Within reason on the critical success chart.
  7. Death Saves and Dying: Roll all death save private to the DM and don't share your results with the group. If you are healed up from unconsciousness you still need time to recover. The First time you move, attack or force another creature to make a saving throw within 1 minute of being healed above 0 HP grants a level of exhaustion. Rolling 1 on death save is 1 failure. Rolling 2-19 on a death save is 1 success. Rolling 20 grants 1 hp and the option to stand up ( no movement used, no opportunity attack provoked), spend one hit die, and take your turn as normal. One minute later you gain a level of exhaustion. You cannot do this again until 1d4 long rests pass.
  8. You get inspiration if you act according to your character, make some spectacular action, or it's your birthday. Inspiration can be used at any time and is an automatic success on a check or a natural 20
  9. Deal with the dark power: You can make a deal to turn any roll into a natural 20; however, at any point the DM can make one roll become a natural 1. You can only have one deal at a time.
  10. As a free action you can give an individual a health potion as a suppository (if they are unconscious).  you can take a potion as a bonus action, rolling the healing (i.e. for a base potion = roll 2d4+2).  As a full action you can use a potion and heal the maximum amount (i.e. 10 (2d4+2)).

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