House Rules
Actions
Disarm
- PC can make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If PC wins the contest, the target is disarmed.
- PC can make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If PC wins the contest, the target is grappled.
- PC can make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If PC wins the contest, the target is either knocked prone or pushed 5 feet away from the PC.
- PC can spend all movement, actions, and bonus actions to move in a straight line up to 5 times the PC's movement speed.
- PC can make a DC 10 Wisdom (Medicine) check to stabilize an unconscious creature. On a failure, the unconscious creature immediately fails death saving throw. The Healer's Kit can still be used to stabilize an unconscious creature without needing to make a Wisdom (Medicine) check.
- Creatures become bloodied when they fall to half their hit point maximum.
- Creatures regain rechargeable actions when they become bloodied.
- PC can make an Intelligence (Arcana, History, Nature, or Religion, as indicated by the DM) check to attempt to identify a creature and recall information about it. If the PC is not proficient in the Intelligence skills indicated by the DM, the check is made with disadvantage.
- On a 1-4, PC recalls nothing.
- On a 5-9, PC recalls the creature's name.
- On a 10-14, PC recalls the creature's name and 1 aspect.
- On a 15-19, PC recalls the creature's name and 2 aspects.
- On a 20+, PC recalls the creature's name and 3 aspects.
- The PC can choose from the following aspects: Average HP, AC, Resistances/Immunities, Senses/Traits/Languages, Vulnerabilities, and Actions.
- The following creature types require an Intelligence (Arcana) check: Aberrations, Constructs, Elementals, and Fey.
- The following creature types require an Intelligence (History) check: Dragons, Giants, and Humanoids.
- The following creature types require an Intelligence (Nature) check: Beasts, Monstrosities, Oozes, and Plants.
- The following creature types require an Intelligence (Religion) check: Celestials, Fiends, and Undead.
- PC can make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If PC wins the contest, the PC can move through the target's space.
- All concentration checks are a DC 10 Constitution saving throw.
- There is no three-fourths cover (only half cover and full cover).
- When calculating damage for a critical hit, roll for damage normally, then add the maximum possible damage that can be rolled for your attack, then add any damage modifiers.
- If the target is no more than one size larger than the attacker, the target must also make a DC 15 Constitution save. On a failed save, the target suffers a lingering injury and must roll 1d4 to determine the nature of the injury.
- On a 1, the target loses an eye. The target has disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. Requires Regeneration.
- On a 2, the target loses an arm. The target can only hold a single a single object or weapon at a time (no two-handed weapons). Requires Regeneration.
- On a 3, the target loses a leg. The target's movement speed is halved. Requires Regeneration.
- On a 4, the target suffered an internal injury. The target must make a DC 15 Constitution saving throw at the start of each of its turn while the internal injury persists. On a failed save, the target cannot take actions on its turn, and it cannot take reactions until the start of its next turn. The internal injury is healed when the creature receives magical healing.
- All death saves are made by the DM in secret
- If you and an ally are standing on the opposites sides of a creature, you gain +2 to attack rolls against that creature.
- Permanent (non-consumable) magic items require attunement. PCs must spend 1 hour to attune to a magic item.
- A PC can only be attuned to a number of magic items equal to the PC's proficiency modifier.
- Any skill check made to recall information can only be attempted by two PCs (or one PC with advantage).
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