House Rules
House Rules for Jushara campaigns
• Kyneslund adventurers get a free feat (excluding "Lucky")
• Flanking give you +2 to attack roles
• Requires an ally opposite from an opponent (across the perpendicular)
• Crit fumbles can only happen on the first attack roll.
• Insight/Perception/Investigation checks can be made by the DM on behalf of a character
• Inspiration Die Rules:
. - D8
. - You get one at the beginning of the session
. - They can carry over, max of 3
. - Can be awarded at DM's discretion
. - You an use them after you roll
. - Use on any d20 roll
. - Use on any damage roll (limit one die)
. - Use on any healing roll (roll a d4 instead)
. - May not be used for death saves
• Flanking give you +2 to attack roles
• Requires an ally opposite from an opponent (across the perpendicular)
• Crit fumbles can only happen on the first attack roll.
• Insight/Perception/Investigation checks can be made by the DM on behalf of a character
• Inspiration Die Rules:
. - D8
. - You get one at the beginning of the session
. - They can carry over, max of 3
. - Can be awarded at DM's discretion
. - You an use them after you roll
. - Use on any d20 roll
. - Use on any damage roll (limit one die)
. - Use on any healing roll (roll a d4 instead)
. - May not be used for death saves
Downtime Activities
Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money.
Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity’s completion.
