Combat Mechanics
House Rules
The following rules apply to all players and antagonists in combat.
Combat Rules
- Moving more than 5ft when in melee with a hostile triggers an opportunity attack.
- Healing potions may be taken as a bonus action. If you use your action, you can take the maximum healing.
- Swapping weapons is a free action.
- You can choose to go on Shared Initiative (whole group or by players) by rolling initiative and choosing the lowest number.
- On shared initiative, you can discuss and make combo moves.
- On a nat 20, you can choose to do max damage or double your damage dice.
- A nat 20 saving throw negates all damage and spell effects.
- On a nat 1 attack roll, roll a d4 for an effect:
- 1: Trip and go prone; lose your turn.
- 2: Damage yourself; roll damage and take half.
- 3: Drop weapon; spend bonus action to pick it up.
- 4: Nothing.
- Spell components only need to be used if the spell description specifically says it consumes the components.
- You can cast spells without a spell slot by taking a level(s) of exhaustion. (Spells must be prepared!)
- Spell levels 1 to 3: 1 level of exhaustion
- Spell levels 4 to 6: 2 levels of exhaustion
- Spell levels 7 to 8: 3 levels of exhaustion
- Spell level 9: Max exhaustion and drop to 0 hit points (unconscious but stable)
- You can use limited abilities like rage, action surge, or bardic inspiration at 2 levels of exhaustion.
- Hitting level 6 exhaustion drops you to 0 hit points (unconscious but stable).
Environmental Conditions
- Wet: When the creature is soaked in a conductive liquid like water, it increases the damage dice of lightning and cold damage by 1.
- Flammable: When the creature is soaked in a flammable liquid like oil, it increases the damage dice of fire damage by 1.
- Warm: When a creature is exposed to heat, it raises the DC on fire-based spells by 1.
- Hot: When a creature is exposed to intense heat, it raises the DC on fire-based spells by 2.
- Cold: When a creature is exposed to cold, it raises the DC on cold-based spells by 1.
- Freezing: When a creature is exposed to intense cold, it raises the DC on cold-based spells by 2.
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