How I run the World - Custom rules in Tisera | World Anvil
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How I run the World - Custom rules

These rules and methodologies are how I run my game. The custom rules are there to improve upon 5E.
 

Custom rules

 

Flanking

When attacking a creature in close proximity, you get advantage if a medium creature has 2 enemies forming a connecting line of sight through the creature, then the attacking creatures have advantage on attack rolls.   Each size above medium requires another friendly to activate flanking.
 

DM Token

The DM may grant DM inspiration, these tokens are given for special occasions. When you have inspiration, you can use it when you roll for an attack, saving throw, or ability check to give yourself advantage on that roll. You have to choose to do this before you make the roll.
   

Caster Bonus action

In default 5e, you can only cast one one spell regardless of which action type it is. In this world, you may cast a spell with the casting time of a main action, and one of a bonus action.
   

Bonus action potion

You may consume one potion as a bonus action, should you have quick access to it, such as having a belt, or in one of your pockets. It will take an action to take it out of a bag.
 

Delay

This is a rule ported over from 3.5e. By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat/initiative. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.   You never get back the time you spend waiting to see what’s going to happen. You can’t, however, interrupt anyone else’s action.
 

Spellcaster Exhaustion

A caster can attempt to cast spells when they have run out of slots however it takes a mental and physical toll on their body. Gain levels of exhaustion equal to the spell level of the spell cast divided by two rounded up (Spell level/2). A level 9 spell would equal to 5 levels of exhaustion.
 

Expanded Nat 20s

Should you get a Nat 20 on anything, you may be granted a boon to use.   Attack rolls
An ally within 60 ft may use their reaction to make any form of attack. This can stack should your ally roll a nat 20. Should everyone in the party roll a nat 20, you get to up to DM's discretion, tell us how you finish someone.   Death Save
You instantly get back up with 1 hp.   Ability checks & saves
You may either become immune to whatever trying to affect you, or reflect it right back onto the enemy.
 

Something funny

   
 

Something funny

 
     

Tiny playable character

This section contains everything about being Tiny size from various Dungeons & Dragons rulebooks, and serves as a quick reference guide when playing a Tiny character. Along with that, there are some custom rules added in place.  

Food and water

Page 111 of the Dungeon Master's Guide lists how much food and water a creature needs per day based on their size. A Tiny creatures need ¼ pounds of food and ¼ gallons of water per day.  

Grappling and Shoving

The target of your grapple or shove must be no larger than one size larger than you. Tiny creatures can only shove and grapple Small or smaller creatures.  

Carrying capacity

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.  

Weapon Restrictions (custom)

The weapons in the Player's Handbook are designed for Small and Medium creatures. Tiny creatures have several restrictions when using these weapons.   Tiny creatures are unable to wield heavy, two-handed, or versatile weapons. Wielding any other weapon requires the use of two hands.  

Armor and Clothes (custom)

Armor and clothing must be specially made for Tiny characters, though the considerable reduction in raw materials needed to cover a Tiny creature is a boon. The cost for armor and clothes made for a Tiny character is ¾ of the normal price, and the weight is ¼ of the normal weight.  

Methodology

The world is dangerous, but there's always another way.

Winning doesn't just mean that the encounter is defeated. There are no unwinnable encounters, however, the meaning of winning isn't just a term for wiping out an encounter. It could mean that players barely survived the ordeal, easily defeated them, retreated, avoided the conflict, or negotiated with them. Encounters are not always balanced, they can either be easy, or hard. What is important here is that the players have a choice to engage, or retreat. The players always have an option, it is their job to even the odds.