List of House Rules in The City of Rath | World Anvil
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List of House Rules

These are a list of rules that I am implementing within my campaign. These rules are subject to change. Nothing is set in stone. With that being said, here are the rules-
  1. Sprint Rule- You may forgo all other actions, bonus actions, and movement to make a sprint action- sprinting allows you to move 5x your movement speed in a straight line. Attacks of opportunity are made at advantage against you.
  2. Death Saves- Death Saving Throws are made in secret, only the DM and the player know the result of the roll.
  3. Everybody Gets One- At the beginning of character creation, everybody may pick a free feat.
  4. Standard Array- The standard array that I will yous in my games from this point forward are 16, 15, 13, 12, 10, 8.
  5. Cardspiration- inspiration is awarded by playing casino cards. Faces are rerolls of any d20 dice roll, 2 through 10 are a bonus of half the number on the card rounded up, and aces grant super advantage (in essence, you may add an additional die to any roll made with advantage, or you may turn a roll made with disadvantage into advantage). You may only have one inspiration at a time, and all inspiration cards expire at the end of a session.
  6. Innate Flight- flying races must maintain concentration on flight during combat. Now I know that it doesn't make sense for a creature naturally born with flight to maintain concentration when flying, but this is to combat exploitation of the flight mechanic at early levels.
  7. Intelligence Matters- You gain a number of languages and/or tool proficiencies up to your intelligence modifier. 1 tool proficiency = 2 languages.
  8. Massive Damage- If you take more than half your maximum hitpoints in damage during a turn, you must roll a DC15 Constitution saving throw or suffer from system shock (roll on the system shock table of the DMG). If said attack(s) knock you unconscious and you fail the saving throw, you get a lingering injury.
  9. Rolled Hit Points- Whenever you level up, if you choose to roll hitpoints, you may reroll a one (once).
  10. Bloodied and Mortal- If you are ever below half your health, you are considered bloodied. And if you are below 10 hit points, you are considered Mortal. All in all, a really good way to dictate the specific level of damage a creature or player has taken without saying the exact number at the table.
  11. Vestiges- Magical Artifacts that grow and level with the player using them. Different vestiges come with different abilities, all of which will grow with the player over time. These items are linked to players via backstory, a curse, fortuitous chance or even the threads of destiny, and will begin to reflect parts of the PC's personality and alignment.
  12. Book Stuff And Things-  If it's in a module or book, it's allowed. So yes, you may play Minotaurs or Fauns or Warforged.
  13. RULE OF COOL- Spell creation and creative application of spells is allowed and encouraged! I want y'all guys to have fun and do some wacky stuff, so if you ever have an idea of what you'd like to implement, let me know! I will be erring on the side of RAW with rulings, but I want to reward interesting or creative plays from you guys.
  14. Shared Initiative- If two players roll the same initiative, they have the option to sync up their turns and share the same initiative count. This means that they can move and take actions at the same time, which would allow them to work in tandem to pull off crazy shenanigans. Or not, you can always just choose to let the other go first if that is what you think is best. But feel free to pull off combo moves.
  15. Routing- If a player scores Massive Damage against a large number of enemies or an enemy leader, the enemies might break into a rout and flee in fear of their lives. I will roll a collective wisdom saving throw against the group and if the group fails, they will break into a rout and run for their lives.
  16. Counter Crits- If an enemy critically hits a player character, that player character may roll a d20, unaffected by any character abilities or spell effects or inspiration. On a natural 20, that critical hit is nullified.

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