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HOUSE RULES! Take it.

To take one object that is not been


DRINKING A HEALING POTION handled with the whip you can make an
For a character drink a Healing Potion, he or Dexterity (Acrobatic) check DC20. The object
she can use its bonus action to do so. cant weight more than 10 pounds, and must
Administer a healing Potion to other creature have a space to the whip wraparound of it. If
still a Action. you succeeds you pull the object towards
you and can catch as an interaction with
FIGHTING IN CLOSE SPACE one object on the turn, or let pass away.
When fighting in a corridor or local, with 5ft As an Example: you can target a war
large or height or less, or similar. The Creature hammer outstand in a wall and make it fly
has disadvantage on attack rolls made with towards you!!
Slashing or Bludgeoning Melee weapons that
has the Two Handed or Versatile propriety (If ADDITIONAL ACTIONS
used with both hands). See in the dungeon master guide, Dungeon
Master Workshop page 271.
SILVERED WEAPONS The Following rules are used in the game:
As an additional effect, all silvered are Climb onto a bigger creature, Disarm,
effective against undead. Which means that Overrun, Shove aside and Tumble.
if a undead creature has resistance to
slashing, piercing and bludgeoning damage ADDITIONAL RULES
of nonmagical weapons, they also take See Xanathar’s Guide to Everything,
normal damage of silvered weapons, if it’s Dungeon Master’s Tools, page 77. The
immune to such damages, it becomes following rules are used in the game: Falling
resistant. and Rate of Falling (Except that there is no
Limit of Dice to calculate the falling
TROUBLE’S WITH HEAVY ARMORS damage), Flyng Creatures and Falling,
When wearing an armor who gives Adamantine Weapons, Tying Knots, Tools
disadvantage on stealth checks. You also has Proficiencies, Perceiving a Caster at Work,
disadvantage with Dexterity (Acrobatics) Identifying a Spell, Invalid Spell Targets.
check and Strength (Athletics) checks made Also all the Downtime Revisited Rules in Page
to swim. 123.

WHIP TRICKS, MORE OPTIONS FOR WHIPS


Whip Swing. You can make an Acrobatic
Check if you are proficient with a Whip and
Acrobatics to jump across gaps. The point
must have a anchoring point that you can
grapple with your whip, and that is at least
10ft of you. When you do so, you use you
Dexterity or Strength Score to calculate your
jump distant to that jump, and it is considered
that you run 10ft before made it.
Disarm Whip. You can attempt to disarm an
opponent with your whip (See the Disarm
Action in the DMG). You do this check with
you Dexterity (Acrobatics).
Trip Trick. You can make a Shove Action in
the range of the weapon, by attaching the
whip point to an opponent on size larger or
smaller than you. You make a Normal Shove
Action, if succeeds you knock the target
prone or pull him 5ft towards you.
AUTO DICTATE TRAINING RESSURECTION RULES
Given enough free time and a Teaching If a Character is dead, and a resurrection is
book, a character with an intelligence attempted by a spell or spell effect with
modifier of 1 or more, can learn a language longer than a one action casting time, a
or pick up proficiency with a tool. Resurrection challenge is initiated.
Resources. To do training in a language or Up to 3 members of the adventuring party
tool take at least ten workweeks, but this time can offer to contribute to the ritual via a
is reduced by a number of workweeks equal Contribution Skill check.
to the characters Intelligence modifier. The DM asks them each to make a skill check
Training cost 15gp per workweek in materials. based on their form of contribution, with the
Complications. Complications only depends DC of the Check adjusting to how
on the characters time, and typically involve helpful/impactful the DM feels the
the tools or the character focus. At the end contribution would be.
of each one workweek in training, ask the After all contributions are completed, the DM
character to make an Intelligence check then rolls a single, final resurrection success
DC10. In a Fail, the character need to revise check with no modifier.
what he/she was doing, and lost the The Base DC for the final resurrection check is
workweek of training, if it fails by 5 or more 10, increasing by 1 for each previous
the character destroy or dandified a tool, successful resurrection the character has
book or material, having to by again to undergone (Signifying the slow erosion of the
continue the training (15gp). soul’s connection to this world).
For each successful contribution skill check,
BATTLE EFFECTS this DC is decreased by3, whereas each
A Character gains one level of Exhaustion failed contribution skill check increases the
each time they suffer one of the following DC by 1.
Effects: Upon a Successful resurrection check, the
-When they take a Critical Hit. player’s soul (Should it be willing) will be
-When they drop to 0 Hit points but are not returned to the body, and the ritual
killed outright. succeeded.
-When they fail a death saving throw by 5 or (The character comes back with a Exhaustion
more. Level).
On a failed check, the soul does not return
and the character is Lost.

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