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House Rules

Extended Point Buy

The extended point buy system is used for this campaign. You have 27 points to spend on your ability scores.
Score Cost Score Cost
7 -1 12 4
8 0 13 5
9 1 14 7
10 2 15 9
11 3 16 11
After calculating your Racial bonus, you must have at least one stat that is 9 or below.  

Hit Points

Each level, you gain your max hit points instead of rolling.  

Spell Alterations

The following spells have been changed (colored blue for change):  
Blade Ward
Abjuration Cantrip   Casting Time: 1 action   Range: Self   Components: V, S   Duration: Concentration, up to 1 minute   You extend your hand and trace a sigil of warding into the air. For one minute, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. The first time you take damage from a weapon attack that deals one of these damages, the spell ends early.  
True Strike
Divination Cantrip   Casting Time: 1 action   Range: 30 feet   Components: S   Duration: 1 round   You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You learn one of the following details of the target: - The target's current hit points - The target's Armor Class - The target's highest ability score (but not its number) In addition, you gain a +5 to your next attack roll against that target, provided the spell hasn't ended.  
Goodberry
1st-level Transmutation   Casting Time: 1 action   Range: Touch   Components: V, S, M (a sprig of mistletoe, which the spell consumes)   Duration: Instantaneous   Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.  
Heat Metal
2nd-level transmutation   Casting Time: 1 action   Range: 60 feet   Components: V, S, M (a piece of iron and a flame)   Duration: Concentration, up to 1 minute   Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it must make a Constitution saving throw or have disadvantage on ability checks and attack rolls until the start of your next turn.  
Ambush Prey
2nd-level illusion   Casting Time: 1 action   Range: Self   Components: S, M (a broken twig)   Duration: 1 hour   You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become invisible for the spell’s duration, granting advantage on all Dexterity (Stealth) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect.   As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional 2d6 points of damage. This attack ends the spell.   At Higher Levels. When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by 2d6 for every slot level above 2nd.

Feat alterations

  Inspiring Leader: Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. While a creature has these temporary hit points, they have advantage on save against being charmed or frightened. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.   Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
  • When you hit a creature with an opportunity attack, you reduce its movement speed by half until the end of their next turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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    Flanking

    If you and another creature hostile to your target are adjacent or opposite an enemy, each of you gain +1 to attack rolls per flanker to a max of +5. If a flanker is getting flanked, then the original flanker does not get their bonus, but they still count toward another flanker's flank bonus. If the creature being flanked has multiple heads, they subtract 1 from the bonus against them. If a creature has a Passive Perception of 20 or higher, they subtract this bonus by 3.  

    Disarming

    You can Disarm by forgoing damage to attack the enemy's item/hand  

    Lingering Injuries

    If you are reduced to 0 Hit points by a critical hit but not killed outright, you must roll a d10 on the lingering injury table. At 6th level and higher, you gain a lingering injury if you are reduced to 0hp (It is harder to be taken down)  

    Glancing Blow

    If the Armor Class of a target is matched, they take Half damage.  

    Spell Scrolls

    Anyone can use a spell scroll with an Arcana check equal to 10 + the spell's level. Spell casters who share the scroll's caster class can cast it without a check as long as their level would allow them to cast it. If they are not of level but it shares their casting class, they can make a check using their spell casting modifier.  

    Potion use

    Healing potions brews use a bonus action to drink and gain its effects. Administering a healing potion or using other potions takes an action. Using a potion provokes opportunity attacks  

    Healer's kit Dependency

    A Healer's kit is required to use and regain hit die during short and long rests. These are now found in Explorers, Dungeoneers, and Priest's packs  

    Gritty rest

    When traveling or in hostile areas, it takes 8 hours to short rest and 6 days for a long rest. You gain normal rest benefits in a safe area like a temple or a town.  

    Brutal Critical

    Scoring a critical hit deals the maximum damage, then roll all damage die and add it to max. Any non-dice modifiers are not included.  

    Critical attack fails

    If you roll a 1 on an attack roll, you must roll a d20 and consult the table. If you had advantage prior, you have a -2 to the table's result. If you had disadvantage on the roll, you roll twice on the chart and take the higher roll.  

    Roleplay points

    You gain a roleplay point through roleplaying your character's personality traits, ideals, bonds, and flaws and through cool feats, character moments, or because you were good. If you're on time to a game, then you get a roleplay point for good behavior.   You can use roleplay points to add to your attack rolls, skill checks, and saving throws. You can do this before or after you roll, but before you know if it's a success.   You can hold up to 5 roleplay points and you can trade in 5 points to get 1 inspiration. Inspirations allow you to reroll any die, including yours, allies, or enemy/npc dice. You can do this before or after the roll, but before you know the result.  

    High Ground

    Creatures gain +2 to ranged attacks rolls if 10ft above their target  

    Advantages/Disadvantages

    You can stack Advantages/Disadvantages  

    Fall Damage

    Fall damage now caps at 20d6 instead of 10d6.  

    Extended Help Action

    You can only grant help to an ally if you're proficient in that skill to give them advantage. Anyone providing the help action on top of the initial help grants an additional +1 to that creature's roll. Anyone providing the help action is considered doing that action.  

    Action Attunement

    It takes one action to attune to an item, however you must complete that item's attunement prerequisite. The identify spell will tell what the item's prerequisite is.

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