House Rules in Velucia | World Anvil
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House Rules

Adventuring

Rest: Long rests take 3 days of not adventuring to happen. Activity on these days can include, practicing a profession, going about daily life, creating things, learning new spells and other things that do not involve going on expeditions or combat. Alternatively, you can enact a long rest in 1 day by staying bedridden and doing absolutely nothing for a day.   Short rests take 5 minutes and can be done twice per long rest. If the party stops for a short rest you do not have to take one with everyone else, you can save your rests for later. This represents taking a few minutes to quickly bandage wounds, catch your breath, and pull upon reserves to get ready to dive back into the action.   In Dungeons/Dangerous areas, you can attempt to pull upon heroic reserves to take a long rest in 1 night. You will need to set a watch and hopefully, nothing interrupts you. Taking a long rest in a dungeon will not reset the number of short rests you have available, so make sure to rest up before setting off for known danger.   Inspiration: You can have 1 point of inspiration. Players may award inspiration to each other for any reason. If someone did something in-character that you liked, feel free to message me to give them inspiration. Did they help explain something in or out of the game? reward them. I will also grant inspiration as I see fit.   While Inspiration can still be used like normal, it may also be used for the following effects:
  • Grant disadvantage on a roll. This can be a player (why?) or enemy and for any roll. It can be used to give disadvantage on an attack roll (regardless of who the target is), give disadvantage on a save roll (regardless of why the save is being made), and disadvantage on any ability/skill check.
  • Turn a regular hit into a critical hit. You may only use this on an attack roll your character made, it may not be used for another character.
Hopefully, this provides a better range of uses for inspiration as well as more reasons for you all to award it to each other.

Spells

Empowered Casting: You may cast spells at higher levels than you have slots for. Doing so still requires a slot for casting the spell, but you can choose to take levels of exhaustion in exchange for increasing the spell as though you had cast it at a higher level. In effect, you can spend a 1st level slot and take a level of exhaustion to cast magic missile as a level two spell, The stages are listed below. This can be combined with regular upcasting, you can cast a 2nd level magic missile, take 3 levels of exhaustion and cast it as a total of a 4th level spell. do remember that 6 ranks of exhaustion are instant death.
  • Spell level +1: 1 Lvl Exhaustion
  • Spell level +2: 3 Lvl Exhaustion
  • Spell level +3: 5 Lvl Exhaustion
  • Spell level +4: Death
  Leomund's Tiny Hut: The spell is no longer a ritual cast spell. Brief insight, I find this spell completely negates the need for watches or danger when resting and cheapens the need for safety when adventuring. By removing the ritual tag it now requires that you prepare it as a wizard or have it eating a spell slot as a sorcerer and to have a spell slot to cast it from when you need it. we'll see how this plays out but I think this provides a better risk-reward trade-off.

Combat

Stacking Advantage: Each advantage/disadvantage pair cancels out.   Held Actions: You may not delay in the combat round, however when taking a readied action you may take the full action for it. If you get two attacks on your attack action, then you get two on a delayed attack action. If you cast eldritch blast, both attacks are rolled.   Attacking Past Unconcious: Monsters can and at times will attack players past the point of unconscious, However, another player can use their reaction to distract the monster and draw its ire. If an enemy declares it is attacking a downed player, any other player can use their reaction to make a ranged or melee attack. Only one player can make the attack, if multiple want to, pick who does it. Whether it hits or misses, the enemy must use the rest of its turn and abilities to come after the player who made the attack.   Potions: Drinking a potion is a bonus action to drink for yourself. They are still an action to administer to another player.

Classes

Barbarian (Rage): Your rage does not end in combat so long as you are still attempting to do things that are combat oriented. Smashing a door or moving a piece of rubble to get to an enemy does not end rage, but stopping to help a fallen comrade does. This is often up to GM interpretation but generally, if you're trying to get to someone and kill them, the actions will keep the rage going.   As well, to stop arguements of wording, the following applies/supercedes the book on how rage ends. Rage CANNOT end on the turn you use it. after that initial turn, however, if you have not take an action to continue raging or taken damage in the intervening time, it ends at the end of your turn.   Ranger (Beast Master): When you command your pet to take an action, it will continue to attempt to take that action until you spend an action to command it otherwise. If it is attacking a target it will keep attacking, if the target dies it will change to the next target it can find. If you tell it to disengage it will continue to move out of combat and will use readied actions to move away from any attackers. These are trained animals, not mindless automatons.   Sorcerer (Wild Magic): When you cast a spell of first level or higher, always roll for Wild Magic, consult the table on a 1 or 20. If you have already used Tides of Chaos, Roll twice. You can at any point spend a sorcery point to immediately roll on the wild magic table (taking whatever result you get) and recharging anything that relies on rolling on the table.   Warlock (Blade Pact): You may summon a second pact blade of your choice for two weapon fighting, however, you can only have one magic weapon bound at a time. In effect, you can MH 1 magic bound weapon and OH 1 generic Pact weapon for two weapon fighting.   All Classes (Two-Weapon Fighting Style): When you gain a second extra attack from a class bonus, you also get a second Offhand attack when using your bonus action. Also applies to the Dual Wielder Feat.

Weather

Strong Wind: A strong wind (rare) imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can also create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.   Spells will also have disadvantage if their effect would be altered by weather (most likely not).   Heavy Precipitation: Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

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