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House Rules for "Onward Towards Death"

The Eagrela Chronicles is a homebrewed world linked by a series of campaigns that will take players from local heroes to heroes of the realm (Level 1 to Level 6). Players will create their characters by using the variant rules to customizing ability scores on page 13 of the Player's Handbook. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Points Cost table. I will allow multiple sources for character creation providing the player fleshes their character out accordingly and DM discretion.

Character Advancement:
Players will level up through the Three-Pillar Experience system, gaining experience points through activities representing each of the three pillars of adventuring: exploration, social interaction, and combat. Each type of game play awards XP differently. Notice I said PLAYERS will level up, not their character. This means as the player contributes to the story by enacting on the world through their character, they will be given experience and be able to level up their character. Think of the player as an artist and the character their paintbrush. The more you paint with a brush, the better you get at it and the better the artwork becomes. Players who miss sessions might miss checkpoints and therefore miss opportunities to level up with the group. While I understand hobbies will take a backseat to real life events, players who are absent several times with notice or once without notice will have their seat given up to another player.

Duration of Sessions:
Majority of sessions will last approximately 3 to 4 hours.

In Eagrela, death is nothing trivial. Spells that are capable of resurrection of a character who has failed three death saving throws are extremely rare and will unlikely be available to the players. Furthermore, NPCs do not have access to death saving throws.

Homebrew Notes/Rules:


-A variant rule on "Injuries" will be utilized, found on DMG 272. When a creature takes a critical hit, drops to 0 hit points but isn't killed outright, or fails a death saving throw by 5 or more, a d20 is rolled to confirm a roll on a Lingering Injuries table. The nature of the damage will dictate the nature of the injury and penalties conferred.

-Skill checks during combat are free to attempt, but may require your action or bonus action.

-Rolling a 20 or a 1 on initiative will grant you advantage/disadvantage on your first action.

-Flanking in combat does not grant advantage on attack rolls but will grant a bonus on attack rolls.

-When you score a critical hit, you will roll for damage normally. Then you will determine the max damage you can roll with your attack before applying any modifiers. Combine the max result with your rolled damage, and then add any modifiers. This is your critical hit damage.

-When you would normally roll one or more dice to restore hit points with a potion, you instead use the highest number possible for each die.


-Humanoid races are not bound by alignments.

-Rules on "Sanity and Madness" will be utilized, found on DMG 265 and DMG 258. A character's starting Sanity score is equal to 10.

-Death Saving Throws will be done privately by the DM

-Rules on "Healer's Kit Dependency" will be utilized, found on DMG 266

-Rules on "Slow Natural Healing" will be utilized, found on DMG 267

-Rules on "Gritty Realism Rest Variant" will be utilized, found on DMG 267

-All characters get 1 free feat at Level 1 based on their Background.

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