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House Rules

Rules and Rulings

I will (or plan to) write down any rules I am overriding here, or declare it if I'm making a ruling in the moment. If I seem to have missed a rule, it's probably because I have, in which case please do mention it.

Spells

True Strike

True Strike has a casting time of 1 bonus action

Blade Ward

Blade Ward is a first level spell and has a casting time of 1 reaction, which you take when you are hit by a weapon attack that deals bludgeoning, piercing, or slashing damage. i.e. it's an alternative to Shield

Comprehend Languages

Comprehend Languages is renamed to Riddle of Babel. Nothing about the spell's function changes it's just more fun to make it a reference to the Tower of Babel.

Resuscitation

A creature whose HP is raised above 0 by a healing spell or potion will become conscious as normal, but will take two levels of exhaustion. An unconscious and stabilized creature finishing a long rest may spend hit die to heal (removing one level of exhaustion and regaining spent hit die as normal before doing so). An unconscious creature may not heal from a short rest.

Nat 20 Skill Checks

No change. Natural 20s on skill checks are not instant successes.

Coyote Time

A party-aligned creature will not fall when it should until the end of its next turn. (A creature without fly speed cannot move in the air. Obviously.)

Variant Encumbrance

Variant encumbrance is in effect. As D&D Beyond will largely calculate things for you, this should be fine. This may be tweaked or overturned entirely. (coin weight may be ignored)

Armor Weight and Size

Armor weight is modified based on the size of creature it's fitted for.
Tiny 25%
Small 50%
Medium 100%
Large 400%
Huge 900%
Gargantuan 1600%

Racial Traits

Flight

Racial traits that grant flying speed are replaced with the High Flyer trait from Beastfolk, unless the trait's caveats are worse than High Flyer. High Flyer. You have a fly speed equivalent to your base walking speed. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells.

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