House Rules

Judgment

  Judgment: A new skill is available to everyone in addition to the standard skills typically found, called Judgment. This new skill is a free action that can be used during any of the character’s turns. This skill is used to assess the enemy in front of you whether it be combat potential, relative enemy strength to the character’s, and other concepts to better judge the enemy in front of the character. This skill is represented by the Wisdom score.
In combat, Judgement can be used as a skill check to investigate a creature, specifically about their power or level compared to you, the traits they have, and tactics or abilities that they're employing on their next turn. This is commonly known as "Judging". During combat, all players can do one free action Judgement at any point in their turn, and they can also use their regular action to make an additional Judgement, just like any other skill.
Judgement's Wisdom modification can be replaced by Arcana when the circumstances apply. For example, if the target is magical based such as a Mage, Wizard, or any other magical user, Arcana can be used in place of Wisdom to investigate the creature for their attribute, traits, and/or abilities and tactics they're employing.    

Death Saving Throws

  Damage cannot exceed the remaining health of the player character; any excess damage is ignored.
Once a player character's health points reach zero, that player becomes incapacitated. Upon becoming incapacitated, the creature falls prone. A creature remains incapacitated until its health points no longer equal zero. If the player character takes any damage while incapacitated, it dies.
Player characters who are incapacitated become defenseless and will roll death saving throws to determine what happens to them at the end of each round.  

Death Saving Throw

  At the end of each round the player character is incapacitated, roll a d6. On a 1, the player character starts dying. Dying characters become unconscious. On a 6, the player character heals 1 damage and becomes impaired for 1 minute. A roll of any other number has no effect.
If after 3 consecutive rounds a player character is still incapacitated, the player character becomes unconscious for 1d3 hours and stops making death saving throws. At the end of this time, the player character heals 1 damage and becomes impaired for one minute and gains 1 level of exhaustion.
You gain a failed death-saving throw whenever you are healed by another after being incapacitated without becoming unconscious. The next time a player character starts dying, if they were healed by another without becoming unconscious, they automatically gain a failed death-saving throw. This applies to all subsequent death-saving throws.
For example, if a player has already recovered from the dying state by being healed by the party's cleric without becoming unconscious and starts dying again, they will only have two chances to succeed in a death-saving throw if they are to go down again. If that character is rendered incapacitated and healed by another three times without falling unconscious, they will have three automatic failed death saving throws. If that character falls to zero hit points after this, the character will immediately die as the stress to their body is too much to handle.
Any failed death-saving throws will persist until the character finishes a long rest.

Better Crits

  When a player or creature would score a critical hit, that critical hit adds the maximum of one die (per damage type).   For example:
  • A rogue with a dagger scores a critical hit. The dagger (d4) deals d4+4 on the crit.
  • An ancient red dragon attacks the party and bites at the wizard. A normal ancient red dragon bite deals 2d10+10 piercing and 4d6 fire, or 35 average total. With better crits this bite now deals 2d10+20 and 4d6+6 (51 average).

Standard Array and Floating Ability Score

  When creating your character, please use the Standard Array as follows:
  • 17, 15, 13, 12, 10, 8
Simply assign one number to each ability score (one to Strength, one to Dexterity, one to Constitution, and so on). Then, you’ll be able to determine your character’s modifier for each score.   Additionally, during character creation, you may take one point from any racial ability score granted to your ability scores, and move it to any other ability score which does not already gain a bonus from your race.

Better Health Potions

  Drinking or making someone drink a health potion is a bonus action where the health gained will be rolled for. However, if the characters use a full action to drink a health potion or make someone drink a health potion, the full amount of the health potion will be gained.

Fast Hands

  Weapons can be sheathed and unsheathed as a free action. Note that this only counts for weapons, not shields nor armor.

Feat at Level 1

  All player characters will be able to choose one feat upon reaching level 1. Available feats to choose from can be seen here:
Available Feats  

Character Sheet

  Please use the following for your character sheets and make a copy to your drive.
Ilara Character Sheet