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HOUSE RULES:

 When a PC drops to 0 HP and is brought back up through healing, potions, etc., they
take a level of exhaustion.
 Bonus action to use potion on self, full action to use it on someone else.
 Using an action to drink a healing potion grants its full benefit.
 Great weapon master & sharpshooter remove disadvantage from being size small
using a heavy weapon.
 A nat 20 in initiative lets you pick your place in initative after hearing where your
teammates go.
 Critical hits deal maximum damage plus damage from a second roll of the dice.
 Death saves are rolled in private.
 Nat 1’s on attacks and skill checks may incur some form of disadvantage (if it fits the
narrative, for example, a nat 1 on an athletics to climb a tree may result in falling and
twisting your ankle so you can only move at 1/2 movement until the next short rest).
 You can reroll 1s and 2s when rolling on hit points, 1s twice, 2s only once.
 Speaking is a free action, if it fits in the 6 second interval of a turn.
 Roleplay is awarded by inspiration points and many other bonuses or goods.
 Linguring injuries: If you get to 0 hit points, by an attack bigger than half of your hp,
you have to roll a constitution saving throw, on a fail you get injured in a randomly
elected way.
 Devil's Bargain: at any time immediately after a d20 roll is made, a player may
request - or the DM may offer - a Devil's Bargain. If both player and DM agree to
make the bargain, this changes the roll to a Nat 1 or Nat 20, whichever is to the
character's advantage. However, the DM can then change any future roll relating to
that character to a Nat 1 or Nat 20.
 Last stand: If you fail 3 saving throws and are about to die, you can use one final
action being your ''last stand'', this attack is massively improved, as the DM decides
at the time, this gives you one final epic attack and roleplay moment before your
character dies as for example Boromir in LotR.
 Shared initiative: If you and your teammate get the same number on your initiative
roll, you go at the same time, you can combo your abilities, or have one attack go
before the other, however you choose.
 Intelligence points: Your intelligence modifier resembles points, for each point you
can add one skill, language, or a tool proficiency. You can also spend 3 points to earn
expertise in a selected skill.
 Flanking: You have to be on exact opposites of an enemy to gain this advantage, you
can't flank creatures who would make sense to see in their back- A beholder for
example, as determined by the DM.

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