Combat Mechanics
House rules:
The rules below apply to both players and antagonists in combat.
- Moving more than 5ft when in melee with a hostile triggers an opportunity attack
- Healing potions may be taken as a bonus action. If you use your action you can take max healing.
- Swapping weapons is a free action
- You can choose to go on Shared Initiative (whole group or by players) by rolling initiave and choosing the lowest number
- On shared initiative you can discuss and make combo moves
- On a nat 20 you can choose to do max damage or double your dmg dice
- Nat 20 saving throw negates all damage and spell effects
- On a nat 1 attack role you or the DM will role a d4 for an effect from the list below:
- 1: Trip and go prone; lose your turn
- 2: Damage yourself; roll damage and take half
- 3: Drop weapon; spend bonus action to pick it up.
- 4: Nothing
- Spell components only need to be used if the language of the spell specifically says it consumes the components.
- You can cast spells without a spell slot by taking a level(s) of exhaustion. (spells must be prepared!)
- Spell levels 1 to 3: 1 level of exhaustion
- Spell levels 4 to 6: 2 levels of exhaustion
- Spell levels 7 to 8: 3 levels of exhaustion
- Spell level 9: Max exhaustion and drop to 0 hit points (unconscious but stable)
- You can use limited abilities like rage, action surge, bardic inspiration, etc. at 2 levels of exhaustion
- Hitting level 6 exhaustion drops you to 0 hit points (unconscious but stable)
- Wet: When the creature is soaked in a conductive liquid like water it increases the damage dice of lightning and cold damage by 1.
- Flammable: When the creature is soaked in a flammable liquid like oil it increases the damage dice of fire damage by 1.
- Warm: When a creature is exposed to heat it raises the DC on fire based spells by 1.
- Hot: When a creature is exposed to intense heat it raises the DC on fire based spells by 2.
- Cold: When a creature is exposed to cold it raises the DC on cold based spells by 1.
- Freezing: When a creature is exposed to intense cold it raises the DC on cold based spells by 2.
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