Legacy of the Realms House Rules
COMBAT HOUSE RULES
INITIATIVE At the beginning of the game, the DM establishes initiative. As usual, everyone rolls their initiative check using a d20 and DEX modifier. The DM doesn't roll. Instead, the DM always takes a 10 automatically. The turn order is resolved in descending order for the rest of the game, with the DM acting on 10. Exception: Except during a Surprise round, the player who initiated combat starts their turn first in the initiative order during the first round of combat, then returns to their normal turn order during the second round of combat.
EXPLODING DIE (DAMAGE ONLY) When rolling dice, if the maximum value on any dice is rolled, the dice “explodes.” Roll any such dice one additional time and add their value to the previous total. Any rerolled dice may also explode. For example, you roll 2d6 for damage and roll a 3 and a 6. You reroll one dice, getting another 6. You then reroll that dice, getting a 4. This brings your total damage to 3 + 6 + 6 + 4, or 19. This rule applies to calculating damage only and does not apply to the "CRITICAL DAMAGE FROM A CRITICAL HIT" house rule.
HEROIC INSPIRATION * Players start with 1 every session. A player can earn more for roleplaying, cinematic actions, and sticking to character traits. Any player can recommend another player be awarded an Inspiration with the DM's approval. * A player may have more than one Inspiration. The maximum number of Inspiration points a player can have equals their proficiency bonus. So a first level character can have up to two Inspiration points. * An Inspiration point is gained when a player rolls a Natural 20 on an attack roll. However, the amount of Inspiration earned cannot exceed their proficiency bonus. * Inspirations can also be given by a player to another player. * An Inspiration point can be used to reroll any roll made in the game, even damages. A player can use as much Inspiration as they have to keep rolling to get a better result. * A Player may spend one Inspiration to succeed on one Death Save. * Inspiration can be used to alter the narrative within reason, per the DM’s approval. It can never be used to duplicate spell effects or involve magic in any way. For example, if a rogue needs a rope they forgot to purchase, spending one Inspiration will allow the rogue to find a rope nearby or in their backpack.
CRITICAL DAMAGE FROM A CRITICAL HIT When anyone rolls a critical hit, roll for damage normally. Then, determine the maximum damage that can be rolled with the attack before applying any modifiers. Combine the maximum result with the rolled damage, and then add any modifiers. This is the final critical hit damage. For example, a fighter with a +4 damage modifier strikes an opponent for critical damage with a longsword (1d8 damage). The fighter rolls 1d8 and rolls a 6. The maximum damage for a longsword is 8 on a d8. So, the critical hit damage is... 8+6+modifier(+4) = 18 hp of damage This rule applies to spells and class abilities (Rogue’s Sneak Attack) that can inflict critical hit damage as well.
CRITICAL MISS (Natural 1 on attack rolls only) Note: For attackers with multiple attacks, a fumble on the first attack only counts as a critical miss. Also, discount sneak attack damages for Rogues. Critical Misses (Melee Attacks) * When an attacker rolls a critical fumble (a 1) on a melee attack roll, it leaves the attacker momentarily vulnerable. Any enemy within melee range can immediately use their Reaction to make a melee attack against the attacker who rolled a 1. Critical Misses (Ranged Attacks - Bows and Targeted Spells) * You hit an unintended target. Randomize all combatants, both friends and foes, within 10 feet (for a short-range attack or 30 feet for a long-range attack) and roll a second attack roll. If you beat their armor class, roll damage as if they were your intended target. If the combatants are grappling/closer than usual and/or the angle is difficult, disadvantage on the shot.
SECRET DEATH SAVING THROW CHECKS The DM makes all Death Saving Throw checks for players to avoid metagaming. It also creates urgency in saving fallen characters.
LINGERING INJURY WHEN REACHING 0 HP A target might sustain a lingering injury when it drops to 0 hit points but isn’t killed outright. If the player fails a second death saving throw, the player or creature rolls a DC 10 Constitution saving throw. On a failed check, he/she/it sustains a Lingering Injury. Most lingering injuries can be removed by magical healing, per the DM's approval. To determine the nature of the injury, the DM rolls on the variant Lingering Injuries table the DM has. This table assumes typical humanoid physiology but should adapt the results for creatures with different body types and or attack type.
MISCELLANEOUS HOUSE RULES
DRINKING HEALING POTIONS AS A BONUS ACTION Assuming healing potions are placed within easy access like a belt pouch rather than in a backpack, a player can use a Bonus Action to drink a healing potion rather than an entire Action. This still allows a player to use an Action during his/her turn in the same round. Because potions are essentially bottled spells, administering a potion to another character still takes an action, as does drinking any other magic potions since the magic contained takes more time to activate.
SHORT REST Short rests require at least 1 hour to catch your breath, drink some water, and assess your wounds. Upon completing a Short Rest, the following things occur: ● Abilities that recover after completing a short rest are recovered. ● You may spend any number of hit dice to regain hit points.
LONG REST Players can take a Long Rest to recover. To rest, a player must consume a ration, or eat cooked food, and sleep for 8 hours. Sleep can be broken up into light and routine tasks, such as taking a turn on watch. Players can rest anywhere, but doing so inside a dungeon or perilous environment carries a high chance of failure due to the risk of random encounters. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must roll a DC 12 Constitution check to gain any benefit from the interrupted rest. A character can't benefit from more than one long rest in a 24-hour period. Upon completing a Long Rest, the following things occur: ● Regain all hit dice and all hit points ● Spells & abilities that typically recover after completing a long rest are recovered.
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