Fall of Pomas House Rules in Tethys | World Anvil
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Fall of Pomas House Rules

Character Creation

Ability Scores are Rolled. Roll 4d6 Drop the Lowest die and add up the others. Arrange the scores to taste.

All Players Handbook Races and Classes are permitted. Note that there may be changes to background details and abilities for some races as this campaign is not set in the default setting, so check with the DM.

The Following races are outright banned: Kenku, Lizard-Folk, Triton, Warforged, and Yuan-Ti

Other races from other sources may be permitted. Check with the DM.

Equipment

Potions

Healing Potions heal a fixed amount, rather than a random die roll. using a potion on oneself is a bonus action or an action, using a potion on another character is an action.

 

Firearms and Explosives

There are Black Powder weapons in Tethys, though they are uncommon in the Sagelands. Using one effectively will require the Black Powder Weapon Proficiency

 

Action and Combat Options

The following Combat and Action options are in-play. they are detailed on Pgs271 and 272 of the DMG.

Climb onto another creature, Disarm, Mark, Overrun, Shove Aside, Tumble

 

Other House Rules

AngryGM's Inspiration Variant:

Every character begins each session with Inspiration, which is a thing you either have or you don’t.

If you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is “I will do anything to save a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.

When you take an Inspired Action, you can either gain advantage on an ability check, attack roll, or saving throw OR you can give advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics.

When you don’t have Inspiration, you can Claim a Setback to gain Inspiration. To Claim a Setback you must either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Characteristics OR make a decision that creates a significant story setback, obstacle, or hindrance. When you want to Claim a Setback, simply ask the GM. For example: “I’m easily distracted by shiny objects, so I’m distracted by the giant pile of treasure. Can I Claim a Setback and take disadvantage on my saving throw against the dragon’s fire breath?” Or: “This guy wants to help us, but I distrust all strangers. I’m going to be rude and accusatory of him. Can I Claim a Setback for that?” And then the GM might have the stranger refuse to help or get offended or start a fight. Whatever.

After you Claim a Setback, you get Inspiration. You can use the Inspiration to take an Inspired Action. And on and on it goes.

 

Hero Points

Each Player receives 5 Hero Points at 1st level. These may be used to add 1d4 to a failed roll or to turn a failed death save into a success. when a character gains a new level all unused Hero points are lost and the player receive 5 +1/2 his new level in new hero points.

 

Fear and Horror


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