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List of House Rules

  1. Rolling with Empahsis
    • When rolling for something that can either suceed beautifully or fail catastrophically, the DM may call for an Emphasis roll. When rolling an Emphasis roll, roll 2d20 and take the furthest result. You still add modifiers to the roll. Reroll equal values (eg. 7 and 13).
  2. If a player's ability score is 6 or more higher than a skill check's DC, they get advantage on the roll.
  3. Critical hit damage = MAX damage roll + damage roll + MOD.
    • For example, a level one fighter weilding a 1d8 weapon could get 8(max damage) + 5(damage dice roll) + 3(Strength modifier) = 16. A level 10 barbarian with access to brutal critical and weilding a 1d12 weapon could get 12(max damage) + 12(max damage) + 7(damage dice roll) + 4(strength modifier) = 35.
  4. Characters wielding two weapons with the light property can make an extra attack as a part of the Attack action.
  5. When players make a death save, they may choose to narrate a flashback for their character to reveal backstory.
  6. When a player levels up, they can not roll lower than average health. If they do, they round up to whatever the average health for the hit die would be.
    • For example, a wizard that rolls a 2 on health for a level up gets to take 4 + CON instead. A barbarian that rolls a 2 on health for a level up gets to take 7 + CON instead.
  7. Potions can be used on either an action for the maxiumum amount of healing, or a bonus action for the rolled amount.

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