House Rules in Myths of Mudora | World Anvil
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House Rules

Flanking Rules

  You apply a +2 to your attack roll when you and another ally are on opposite sides of a creature that is Large or smaller.  

Potions

  You can drink a potion as a Bonus Action. When you do so, you roll the dice as normal. When you use a full action to drink a potion, you gain the full benefit of the potion and apply the max hit points provided. Feeding a potion to another player character is an action and you must roll the dice as normal.  

Critical Rolls

  Critical Hits (Natural 20) and Critical Fails (Natural 1) apply only to attack rolls. Skill checks and Saving throws have their normal Difficulty Challenge (DC) applied regardless of the number on the dice.   When you land a Critical Hit with a weapon attack, one of the weapon damage dice does max damage. For instance, it a Greatsword does 2d6 damage on a normal hit and 4d6 on a critical hit, it would instead do 6 + 3d6 on a critical hit.

Retraining Rules


You may later discover a skill isn’t suited for your character. On level up, you can replace one skill with another skill if you supply a reason why this different skill is better suited for the character's personality and experiences.
Feats and subclasses can potentially be retrained as well, although this is not something that can be done on every single level up. Changing your subclass may require a narrative justification and may require some roleplay to justify these new (and lost) abilities.

Damage Types


On Lineages and Classes/Subclasses listed on this campaign site, you may see some non-standard damage types. The list below shows the various damage types in play. If you use a spell from 5th Edition that uses a damage type not listed below, then assign it the correct damage type as referenced below. For instance, Booming Blade would have Wind damage instead of Thunder damage.
  • Bludgeoning
  • Dark Damage - replaces Necrotic Damage
  • Fire Damage
  • Force Damage
  • Ice Damage - replaces Cold damage
  • Light Damage - replaces Radiant damage
  • Lightning Damage
  • Piercing
  • Poison damage
  • Psychic Damage
  • Slashing
  • Water Damage - replaces Acid damage
  • Wind Damage - replaces Thunder damage
  Non Magical damage resistance is not a standard feature on enemies.   Some creatures, including NPCs and player characters, have vulnerabilities. These are calculated as doing an additional 50% damage (rounded up), instead of doing double damage.

Updraft

An adventurer will often encounter an updraft of wind. These are powerful gusts of wind that travel upward. Although most common around the Rito homeland, these can often be found across the land or be artificially created. A creature that can use updrafts will typically have wings (such as a Rito) or be using a special tool (such as a Paraglider or Deku Leaf), which can be a benefit to gliding. Any creature with natural flight can also benefit from an updraft.   When a creature with the ability to use updrafts enters an updraft on their turn, they are instantly propelled to the top of the updraft, without expending any of their normal movement speed. A creature can remain at the top of an updraft over multiple turns, unless they are knocked prone or another creature enters their space through the updraft, which forces them into an adjacent space within five feet.   Artificial updrafts can be created through magic or technology (such as a Gust Jar or Zonai fan), but are also created during fires.

Rules for Magical Items


In this setting you do not use attunement slots, instead you are limited to wearable items for different parts of your body. Equipment have passive bonuses, whereas weapons or tools provide additional abilities. To gain the benefits of an equipped item, you must spend one minute to activate its power. If you equip multiple items at once, increase that time by one minute per equipment slot.   Equipment Slots:
  • Head: Helmet, Mask, Circlet, Earrings
  • Right Hand: Glove, Ring or Bracelet
  • Left Hand: Glove, Ring or Bracelet
  • Body: Cloaks, Capes, Belts, Tunics
  • Legs: Boots, Greaves, Leggings, Pants
  When combining different equipment and inventory items, some items may provide a +1 or +2 bonus to attack rolls, damage rolls, saving throws, or armor class. These effects can stack to no more than +3.   Inventory Slots:
  • In addition to your equipped weapons, you have three inventory slots you can quick-draw.
  • While in initiative, you can draw out an inventory item and stow an item you are holding as a free action.
  • You can spend one minute adjusting your equipment and change out your inventory slots. Excess items are usually stored in a backpack and other storage locations.
  • Weapons that come in a pair, such as a Sword and Shield, a pair of Scimitars, or a Bow and Arrows are considered a single inventory slot.
  • Example: You have a Sword and Shield, plus three inventory items which include: A Bow with Arrows, a Hookshot, and Magic Powder.
Consumables, such as food or potions, do not take up Inventory or Equipment slots.

Special Rules for Artificers:
  • Infusions can be used on Magical Gear, but your total bonus to Attack Bonuses, Armor Class, and Saving Throws cannot exceed +3.
  • Magic Item Adept, Magic Item Savant, and Magic Item Master allow you to pick one additional Equipment Slot, provided they are not the same type of item (example: you could wear both a helmet and mask, but not two helmets). These features can be replaced with Secondary Study, Advanced Study, and Final Study from the list of Optional Features.

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