Rules Index
- Ability Score — t-w — [object Object] — md — — —
- Actions — t-w — [object Object] — md — — —
- Attunement — — [object Object] — md — — —
- Backgrounds — — [object Object] — md — — —
- Concentration — — [object Object] — md — — —
- Conditions — — [object Object] — md — — —
- Cover — — [object Object] — md — — —
- Crafting — t-w — [object Object] — md — — —
- Dropping to 0 Hit Points — — [object Object] — md — — —
- Flanking — — [object Object] — md — t-w — —
- Hazards — — [object Object] — md — — —
- Identify Magic Item — — [object Object] — md — — —
- Properties and Masteries — — [object Object] — md — — Mastery Properties —
- Skills — — [object Object] — md — — —
- Special Senses — — [object Object] — md — — —
- Spellcasting — — [object Object] — md — — —
- Travel Speed — — [object Object] — md — — — TOR
- Underwater Combat — — [object Object] — md — — —
- Vision and Light — — [object Object] — md — — Bright Light, Dim Light, Lightly Obscured, Heavily Obscured —
House Rules
Combat
- Critical Damage. When rolling a critical hit, you roll damage plus the maximum base damage for your attack. [1]
- Delay Turn. Creatures may choose to lower their initiative at the start of their turn. [2]
- Downed. When a character goes down to 0 hit points, upon becoming stable or regaining health their level of Exhaustion increases by 1.
- Simultaneous Initiative. Friendly creatures that are adjacent in the initiative order may act at the same time. [3]
Exploration
- No Rest Casting. No casting spells during the end of long rests, that then are immediately restored upon long rests completion.
- Suffocation. A creature can hold its breath for a number of rounds equal to 5 plus its Constitution modifier before suffocation begins (minimum of 5 rounds). The remaining duration is decreased by 1 at the end of each round, or 2 if you used any actions, bonus actions, or reactions that turn. If you speak (including casting spells with verbal components) you lose all remaining breath. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
- Darkvision Creatures that have darkvision, but does not live underground get 30 feet darkvision, creatures that live a hybrid ground and overworld lifestyle gets 60 feet, while creatures that live permanently underground get 120 feet. [4]
Spells
- Removed Resurrection Removal of spells that resurrect creatures. [5]
Other
- Character Building
- Average HP. On level up, you always take the average HP + Con mod.
- Background. You create your own background instead of the ones listed in the PHB.
- General
Example You roll a critical with a sword attack that deals 1d8+3 on a regular hit. The critical hit damage becomes "8 + 1d8+3". ↩︎
Example. You roll a 15 on initiative. Your turn comes up, but you decide you want to drop your initative down to 10 so that you may act after an opponent, or togheter with another friendly character. Your initiative remains 10 for the rest of combat ↩︎
Example. In a single turn in the following order; player 1 attacks, player 2 casts a spell, player 1 uses a bonus action and moves, player 2 moves. ↩︎
Why? When all creatures have darkvision ranges of 60 feet by default, they typically don't need much more. The advantage of underground subspecies, like Duergar should be quite substantial, given that it is one of their core features. Yet if over half the species have about 50% as much darkvision, without giving up anything else, the 120 feet darkvision feels less significant. Additionally, the amount of times dark underground spaces have 120 feet of range is limited. Because of this, 60 feet often becomes just as good as 120 feet. Limiting most species to 30 feet allows for greater benefits to those with higher levels of darkvision, while still providing some darkvision / utility for those with 30 feet darkvision. ↩︎
Revivify (Clerics, Druids, Paladins, Rangers), Raise Dead (Bard, Cleric Paladin), Reincarnate (Druid), Resurrection (Bard, Cleric), True Resurrection (Cleric, Druid). Note, Gentle Repose looses most of its purpose with the removal of Revivify. ↩︎
Example. You attempt to grapple a target, you roll an athletics check against a DC of 10 + the creatures atheltics or acrobatics modifier. The creature may attempt to escape the grapple on their turn if you succeed. In which case it rolls an atheltics or acrobatics, against 10 + your athletics modifier. ↩︎
Example. The DC for stealth, using the Hide action, is always 15 in the PHB 2024. Instead, the DC will be based on the passive perception of the creature you are attempting to hide from - modified by circumstances like lighting, visbility etc. ↩︎