House and Setting Rules

~Optional Rules~

 

-Recommended from the DMG

Action Options (p 271):  With the exception of the “Mark” action.

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Cleaving Through Creatures (p 272)

Crafting and Selling Magic Items (p 128-130

Healing (p 266):  Healer’s Kit Dependency

Hitting Cover (p 272)

Injuries (p 272):  Roll only when a PC is first dropped to 0HP per encounter, once an encounter.

Morale (p 273)

Sanity (p 265-266):  The DM rolls this score for each PC in secret, using the below method of generating ability scores, and NEVER tells the PCs what their Sanity score is.  Sanity scores also may never increase in any way, though they may decrease either temporarily or permanently.

When a character is exposed to a creature or situation that threatens madness, he or she must make a Sanity Saving Throw.  Events that call for madness saves include, but are not limited to—

  • Encountering an Aberration or Undead creature for the first time (DC 15)
  • Seeing an ally defeated by an aberration or undead creature (DC15)
  • Being charmed by an aberration or undead creature (DC= to charm effect’s original save
  • Witnessing alien or unwholesome magic (DC 8+spell level)
  • Exposure to an alien environment (DC10)





 

-House/Setting Specific Rules

Ability Scores:  Players roll 2d6+3, rerolling all 1s for their ability scores, giving a range between 7 and 15.

Critical Hits:  When a character makes a Critical Hit, assume that one of the weapon/spell’s damage dice rolls its maximum.  (a Short Sword deal 1d6 normally; 2d6 on a crit.  In this new way, the short sword deals 6+1d6.)

Darkvision:  Darkvision is removed from all Player Character races, as well as PC race “monsters” in the Monster Manual.  However, the spell “Darkvision” and other monster’s senses will remain unchanged.

Dwarven Magic Resistance:  By their nature, Dwarves are non-magical and never use magic spells from the Sorcerer, Warlock or Wizard spell lists, and cannot take levels in classes that grant spells from those lists.  Dwarves gain Magic Resistance as a bonus racial trait, granting them Advantage against all spells from the above lists.  This trait effects spells cast onto the Dwarf as a target (not if the Dwarf is in an area, and may prevent allies spells from working on the Dwarf as well.

Because of their non-magical nature, Dwarves have trouble using certain magic items.  Anything that is not a weapon, armor, shield, potion of healing, gauntlet, belt or girdle has a 20% chance to fail on every use.

Firearm Proficiency:  The strange nature of firearms requires a different form of practical use.  Proficiency with firearms allows a character to take a bonus action to “Aim”, which grants the character their normal proficiency bonus.  To gain their proficiency bonus to a firearm attack roll, a proficient character MUST take the “Aim” bonus action.  Firearms operate on a 1:1 powder to lead basis.  One pound of black powder must be consumed to fire one pound of bullets, about 5 bullets.  One powder horn (2lbs) can fire 10 (2lbs) bullets.

Low Magic:  Spells of levels 7, 8 and 9 do not exist, and are not open to player characters except under unusual circumstance (extensive research or as a boon from a god for example).  Such spells are normally reserved for the Gods themselves.

NPC Spell Prices:  For reference, if the PCs ever need to hire an NPC spell caster to cast spells, that price uses this formula: Square the spell level (level times itself) multiplied by 10 plus DOUBLE the consumable component cost (if any) plus 10% of the non consumable component cost (if any).  Most NPC spell casters may only know up to third level spells.

Single Combat:  For combat with only two participants, roll Initiative after each round.  As soon as a third party enters combat, end the initiative round and roll standard initiative for each party involved.

House and Setting Rules

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