Jump to content

House Rules Compilation


Zergrinch

Recommended Posts

In this thread, I am compiling a list of Kyle's house rules that we have encountered so far, for easier reference.  

 

Class-Specific House Rules

  • Cleric - Channel Divinity: Clerics can use their Channel Divinity class feature a number of times per rest equivalent to their wisdom modifier. Under D&D basic rules, this feature can be used once per rest, short or long.  This increases to 2x in Cleric Level 6 and 3x in Cleric Level 18. ()

 

Classifications: Weapons ()

Failure to perform normal maintenance (such as sharpening with whetstone or applying oil) can cause a weapon to degrade in quality.  Once a weapon drops below junk, it breaks and is no longer usable.  Once crafted, a weapon cannot be increased in quality.  Once degraded, a weapon cannot be restored to its original quality without extensive work.  Under D&D basic rules, there are no classifications.

  • Magic: increased hit and damage that depends on enchantment level, doesn't require normal maintenance.  Critical fumble only activates upon a fumble check result of 1 (see Combat: Critical Fumble)
  • Superior: +1 to hit and damage roll, requires normal maintenance. Critical Fumble only activates upon a fumble check result of 1.
  • Good: +1 to damage roll, requires normal maintenance. Critical Fumble only activates upon a fumble check result of 1.
  • Normal: requires normal maintenance.  Critical Fumble activates on a fumble check result of 1 or 2.
  • Below Average: -1 to hit roll, requires normal maintenance. Critical Fumble activates on a fumble check result of 1, 2, or 3.
  • Poor: -1 to hit and damage roll, requires normal maintenance. Critical Fumble activates on a fumble check result of 1, 2, 3, or 4.
  • Junk: -2 to hit and -1 to damage roll. Critical Fumble activates on a fumble check result of 1, 2, 3, 4, or 5.

 

Classifications: Armor (Source: Private Message)

Failure to perform normal maintenance (such as cleaning and washing) can cause armor to degrade in quality.  Once a piece of armor drops below junk quality, it is no longer usable.  Once crafted, armor cannot be increased in quality.  Once degraded, armor cannot be restored to its original quality without extensive rework.  Under D&D basic rules, there are no classifications.

  • Magic: increased AC that depends on enchantment level, 20% less weight unless otherwise noted, may give an initial bonus reaction depending on armor's appearance, and does not require maintenance.
  • Superior: +1 AC, 10% less weight, may give an initial bonus reaction, requires regular maintenance.
  • Good: 5% less weight, requires regular maintenance.
  • Normal: requires regular maintenance.
  • Below Average: 10% more weight, requires regular maintenance.
  • Poor: 25% more weight, requires regular maintenance, looks shabby and gives disadvantage to all dexterity-based checks (initiative, acrobatics, sleight of hand, stealth), -1 penalty to ranged attack rolls.
  • Junk: 50% more weight, needs regular maintenance, looks horrible and gives disadvantage to all dexterity and strength-based checks (initiative, acrobatics, athletics, climbing, grappling, sleight of hand, stealth, swimming), -2 penalty to ranged attack rolls.

 

Cleric Deity Bonuses ()

Under D&D basic rules, these bonuses do not exist.

  • MITHRAS
    • Level 1: Zap.  Melee spell attack that hits an adjacent target for 1d6 + wisdom mod damage.  To-hit roll uses wisdom modifier plus proficiency.  Clerics of Mithras can cast this spell a number of times equivalent to their wisdom modifier, per every long rest. 
  • PELGRIN
    • Level 1: Disrupt Magic. Able to hit creatures who are normally hit only with magic, using only mundane weapons.  Clerics of Pelgrin can use this ability a number times equivalent to their wisdom modifier, per every long rest.
  • VINDAYIN
    • Level 1: Healing Ray.  Single-target spell that heals a target within range for 1d4 + wisdom mod HP.  It has a casting time of 1 bonus action, range of 30 feet, and is a vocal-only spell. Clerics of Vindayin can cast this spell a number of times equivalent to their wisdom modifier, per every long rest.

 

Combat

  • Critical Fumble.  If you roll a natural 1 in an attack, make a d20 fumble check.  If the fumble roll results in a 1 or 2, make a d100 roll against the appropriate table (melee attack, ranged attack, spell attack) and apply the penalty.  Under D&D basic rules, there are no critical fumbles. ()
  • Melee beats Ranged. If you are within the reach of an enemy, and you make a ranged attack against any target other than the enemy, the enemy can make an opportunity attack against you.  Under D&D basic rules, there is no opportunity attack under these conditions. ()

 

Currencies

  • Devaluation.  All costs in official D&D sources are reduced by a factor of 10.  Silver coins are considered the normal currency of trade.  Under D&D basic rules, gold coins are considered standard currency. ()
  • Coinage: Maladarm (Northern Continent).  Coins consist of Ravens (bronze), Sparrows (copper), Griffins (silver), Crowns (gold), and Dragons (platinum).  Unminted coins found in the wild can be exchanged for minted coins at a 10% charge. ()
  • Coinage: Antargeth (Southern Continent).  Coins consist of Adders (bronze), Vipers (copper), and Asps (silver).  The gold and platinum coins are not introduced yet, but $10 says they're based on snakes (e.g. Boas, Wyrms)

 

Encumbrance

  • Variant Rule. Kyle is using the variant encumbrance rules specified in the Player's Handbook.  A character is encumbered when carrying weight in excess of 5 times the strength score, and speed drops by 10 feet.  A character is heavily encumbered when carrying weight in excess of 10 times the strength score.  Because of this, speed drops by 20 feet, and the character has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, and Constitution. Under D&D basic rules, characters can carry up to 15 times their strength score, but must meet a minimum strength score to equip most heavy armor.
  • Featherweight Armor: For purposes of calculating encumbrance, all armor is assumed to be weightless. (Source: Private Message)

 

Languages

  • Dialects. The Common tongue used in the Northern continent is called Sor'teth, which has a Nordic tone.  The Common tongue used in the Southern continent is called Antargeth, which is more akin to Russian.  Under D&D basic rules, Common can be understood anywhere. (Source 1, )
  • Superior Linguistic Training. A character who is traveling with someone that knows a different language can specify that they are actively working on learning this language.  The basics can be picked up after a few weeks, with passable communication possible after two months.  Under D&D basic rules, it normally takes 180 days. ()

 

Resting and Healing ()

  • Any character reduced to exactly 0 hit points is considered stable and won't have to make death saving throws.   Under D&D basic rules, 0-hp characters who are not stabilized must make death-saving throws.
  • A long rest is 10 hours long.  Under D&D basic rules, a long rest is 8 hours long.
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...