All HouseRules will be agreed upon during Session 0 (or start of a campaign). Certain rules are not auto-opted-in rules
Additional Feat - With enough practice or a heroic event, additional feats can be given to players
Bonus Action Attacks: Can make an additional attack with a light melee weapon or unarmed attack as a bonus action. Do not add attack modifiers, unless you have the corresponding feats.
Bonus Action Potions: Using a potion on oneself or an ally is a bonus action. This speeds up combat and makes using potions in battle more viable.
Crafting: Players are allowed to craft potions, weapons, and armor. The proper skills, knowledge, and materials will be required to complete the item. If anything is missing, luck rolls will be needed.
Diverse Languages: Each race has regional dialects in their language. Characters can communicate smoothly with those who speak the same dialect, while conversations with different dialect speakers might lead to misunderstandings. (Common is always spoken, but not always liked).
Environmental Dangers: The world is full of environmental hazards that can impact adventuring. Quicksand in deserts, slippery ice in arctic landscapes, or toxic spores in deep forests. This rule makes the world feel more dynamic and dangerous.
Flanking Advantage: When two allied characters are on opposite sides of an enemy (in melee range), they gain an advantage on attack rolls against that enemy. This encourages tactical positioning in combat.
Healing: Depending on party consensus, healing spells can automatically do max healing.
Helping: The helping PC requires proficiency in that skill while helping an ally in a certain task so that they get an advantage on their dice rolls. If helping PC is not proficient, DM discrecion.
How Do You Want To Do This? - Self-Explanatory.
Ignoring Drawing And Switching Weapons - Drawing a weapon is part of the free action of attacking. When switching weapons, dropping a current weapon counts as a free action. [Putting it back into a holster, bag, etc counts as an action].
Lingering Injuries: If a PC is knocked out but not killed, depending on how to blow is dealt, the PC might obtain a scar, limp, or severed limb. (Can be restored with high enough healing, wonderous item or diety intervention).
Magic Item Attunement Slots: The number of items a character can be attuned to is equal to their proficiency bonus. This allows high-level characters to use more magic items.
Modified Death Saving Throws: Either the DM or player privately rolls the Death Saving Throws to not alert the party. Gives higher priority to saving party members during fights
I’m Taking You With Me:
When dropped to zero hit points, the player character can automatically fail two Death Saving Throws to do one of the following:
1) Automatically critical hit, dealing max damage to the creature that brought you to zero hit points if the enemy is in range of the weapon equipped
2) Cast any damaging spell of 3rd level or lower, it automatically succeeds, dealing max damage, against the creature that brought you to zero hit points. Area spells only harm the creature that downed you.
3) Death Curse: At the cost of all three failed Death Saving Throws, a 3rd level or lower damaging spell you select can target the area as normal; or be any damaging spell higher than 3rd level, but area spells above 3rd level will only harm the creature that downed you.
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