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Houserules

In Combat HR

Criticals in Combat:When you or an opponent score a critical double the amount of dice you would normally roll (looking at your rogue and paladin) then finally add your damage bonus.

Crisis in Combat: A Natural 1 in combat may result in unexpected developments at the DM's discretion.

No Flanking: I find it unbalances combats very easily.

Quaffing a potion: If no one plays a rogue, then potions can be personally drank as a bonus action, but it still takes an action to distribute them to someone else.

Declaring Non-Lethal: When making a non-magical attack you can declare it non-lethal before you roll damage. In this case if a creature would drop to 0 HP. They remain 1HP but are unconscious for 1d4 hours. A unconscious individual with more than 0 HP can be woken up as an action.

Lethal Spell casting: Magic is harnessed never fully controlled. You cannot declare a non-lethal attack with a spell.

Non-lethal Metamagic: When casting a damaging spell you can spend 1 sorcery point and target one creature in the range of the spell being cast to half the rolled damage of the spell (For example, a 3rd level fireball does 8d6 damage, if a 32 was rolled on the dice the fireball would only deal 16 fire points of damage, but be non-lethal). If the spell would cause a creature to drop to 0 HP, they are left at 1HP and become unconscious. Available as an extra metamagic to sorcerers, or any spell caster with the metamagic feat.

Rule of Cool: If It's cool, I will usually bend the rules.

   

Noncombat HR

Criticals in Conversation: A natural 20 outside of outcombat will grant your character the best possible outcome. (Note: this is not always a complete success).

Gravity is like a Leopard: Fall damage will be calculated at 1d10 bludgeoning per 10ft and maxes out at 300ft. If conscious, most of the time I will call for a dexterity save to reduce damage.
This being the case abilities like the monk's slow fall will be calculated at 6x your level instead of 5x level.
1 round of falling means your fall a maximum 500ft, so generally if falling less than this distance you may only get a reaction as opposed to a full action, bonus action, action.

Don't sweat the small stuff: Unless there is a desire to track encumbrance you do not need to track small things such as arrows, bolts, generic spell components. Only spell components with a gold value need to obtained and tracked.

Magic Exhaustion: When a sorcerer expends all their spell slots they make a DC 10 CON saving throw or trigger wild magic. They must repeat this saving throw after each cantrip.

Wish: Wish is a spell lost to history. There are naturally occurring wishes, but a journey will need to be taken to add wish to your spell list when you reach the appropriate level.

Heirs +Heirlooms: Within Fódlan, 10 days after being pronounced legally dead all your property move to next of kin. (depending on the nation)

Magic Item Identification: Magic items have to be identified, you can still use it not knowing what it does, but that could be dangerous. You can perform an arcana check on magic items to get a vibe for how powerful it is and what school of magic it most closely relates.

Extradimensional SpacesPlacing 2 extradimensional spaces within each other will create an infinite loop of reaching inside themselves. Making any items stored within them inaccessible and rendering both items unusable. (This is opposed to creating a tear to the astral sea)

 

Character Specific

Multiclassing? Go for it. It's if something that doesn't make narrative sense swing it by me first and I will try to incorporate the multiclass into the narrative

HP gain when leveling: Whenever your character levels up roll your hit dice as normal, you have two options. Take the average without rolling. (i.e A fighter with a 1d10 hit dice would take a six), or roll once and if below half, take half (I.e Roll the fighter's 1d10, If i rolled a 3 I can instead take 5.
Write down what you roll for each level in a corner on your character sheet. If I think every's HP averages are too low I may award bonus health.

 

Revival is extremely difficult

Resurrection spells other than revivify and reincarnation require specific circumstances to be met in additional to the Mercer Resurrection Rules
In addition to the regular components of the respective spell a 2 ounce vial of blood from specific creatures.

Show spoiler
Certain celestials

Reincarnation uses the following table

If the caster has components from a specific race above they can willing choose to make the target that race. These components can be anything from hair, to fingernails (1 ounce components is required)

Outside of revivify, resurrection spells will leave large mark on your body (location is up to caster of the spell, most people choose stomach or back) denoting to those with a keen eye, that you live beyond your mortal capabilities. This is a legal requirement of the church.

 

Optional House Rules

Hidden death saving throws: Under this rule, a player must make their death saving throws from behind the DM screen. The other party members are not allowed to see if their friend failed a roll or even if he is still alive. The death save DC is still 10 however.

High INT modifier: When creating characters if you have a with a positive Intelligence modifier you may take an additional instrument or tool proficiency.

Lower your own initiative On the first turn of combat, players are allowed to lower their own initiative to one point lower than that of an ally (This will be your initiative for the entirety of the battle). The purpose of this is to promote teamwork between player.

Less-Swingy Initiative: When rolling initiative for combat, roll a d12 instead of a d20. This allows for more consistent high initiative for high dexterity characters. Important bosses and lair action will act on initiative 15.

Thoughts on intra-party conflict Can players insight check each other?


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