House Rules
In addition to the rules mentioned in the Player’s Handbook, the following House Rules(some from the Dungeon’s Master Guide) will also be in effect:
- Diagonals - DMG 252
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet. - Healer's Kit Dependency (with a twist) - DMG 266
A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds. The number of Hit Die the character can spend will depend on a Wisdom(medicine check) made by the character using the Healer’s Kit:
DC Max HD to spend bonus 5Can't spend any HDheal 1 hit point10Up to half available character's HD15All available character's HD20All available character's HDheal 1 extra hp per HD used - Slow natural healing - DMG 267
Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns. - Flanking
Instead of receiving advantage as per the optional rule in DMG 251, a character receives a +1 bonus to attack rolls against creatures it is flanking. Also if it is able to flank with more than one ally, like when attacking opponents larger than medium size, the character gains an additional +1 bonus to attack rolls for each ally beyond the first that is granting it the flanking bonus. - More Difficult Identification of Magic Items - DMG 136
If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does. - Death saving throws
Death saving throws are rolled hidden with a dice tower, and only the DM see the result, only communicating if a death or a revival (from rolling natural 20) occurs
Any creature that returns to consciousness after being knocked to 0 hp comes back with an additional level of exhaustion.
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