Official House Rules
Character Perks
Example: A player uses the Healer's kit constantly to the point where they're proficient with it's tools. They may get a perk of adding their proficiency bonus modifier to her roles.
Another example is if a player helps with curing illnesses constantly, they could gain a perk of using the Healer's kit to cure a disease.
(Player's are free to offer suggestions, but perks are determined at DM's discretion)Skill Challenge
A new type of encounter inspired by 4e rulings. Instead of combat, racing or chase scenes where it would take too long to do by the mechanics. Skill Challenges implements challenges by having players roll for their ability skills.
They must meet the total number of successes to win, depending on the difficulty of the challenge. If there are 3 rolls below the required DC to succeed, then the skill challenged is considered a failure.
Rules:
- You can only use skills you're proficient with.
- Once a skill is used, you cannot reuse it for the rest of the skill challenge.
- No two players can use the same skill in the same round.
Milestone Leveling
Tandem Turns
Advantage Stacking
Flanking Variant
Focused Attacks
Prone Variant
Movement Speed Uses
Rest System Revamp
Resting is how you gather your wits and and recuperate from injuries. The new alternative rest system goes as follows.
- Short Rest: A minimum of 1-2 hours is required for a short rest, RAW.
- Long Rest: A minimum of 6-8 hours is required for a long rest. RAW.
- Full Rest: A minimum of 1 day and a safe area with a bed to rest in comfort is required for a Full Rest. All Hit Dice, Health and Spell Slots are regained after a Full Rest. Feeling at their absolute best, Full Rests also provide temporary hit points. This rest is often lead into downtime, so the longer the full rest, the more benefits gained from it.
Companions Rules
Exhaustion when Unconscious
Critical Hits
Critical Fails
Cover System
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. It is at DM's discretion
- Half Cover: A target has +2 bonus to AC and Dexterity saving throws. The obstacle has to cover at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
- Three-Quarter Cover: A target has +5 bonus to AC and Dexterity saving throws. About three-quarters of the body must be covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. You cannot have three-quarter cover with another creature.
- Total Cover: A target cannot be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
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