House Rules

Action Variants
  • Climbing onto a bigger creature – exactly what it means. Use your Strength (Athletics) or Dexterity (Acrobatics) in contest against the target’s Dexterity (Acrobatics). You move into the space with the target and have advantage on attack rolls. To dislodge, the target makes a reverse contest using Strength (Athletics) versus your choice of skill.
  • Disarm – Again what it means but you make a contested “attack” against the weapon and no damage is dealt the target. Attack roll contested by Strength (Athletics) or Dexterity (Acrobatics). Attacker is at disadvantage if holding item with two or more hands. Target gets advantage if larger or disadvantage if smaller.
  • Overrun – Moving through a hostile creatures space. As an action or bonus action the mover makes a Strength (Athletics) check contested against opposing skill. The create attempting the overrun has advantage if larger or disadvantage if smaller. A win allows mover to move through the space once this turn.
  • Shove Aside – pushes a creature aside with a Shove attack from the PHB. Disadvantage on Strength (Athletics) and if successful move target 5 feet within reach.
  • Tumble – Moving through a hostile creatures space by ducking and weaving. i.e Dex acrobatics check. As an action or bonus action contested Dexterity (Acrobatics) check. A win allows mover to move through the space once this turn.
  • Cleave – Cleaving through creatures – undamaged lower level creature gets reduced to zero the remaining damage can be carried on to the next creature and so on until you run out of damage.

Critical Failures
  • Critical Miss Chart
    • 1 – Drop Weapon
    • 2 – 1/2 Speed Next Round
    • 3 – Next Attack Against is at Advantage
    • 4 – Prone
    • 5 – Next Attack is at Disadvantage
    • 6 – Opportunity attack
  • Critical Skill Failure
    • Forcing a door results in d2 damage

Critical Attack Success

On a critical hit, you deal the maximum number of your damage dice-size value before making a normal damage roll. If you normally do 1d8+4 damage, you start at a base of 8 (because of the dice-size maximum of 8 on a d8) and then roll damage as normal. If you rolled a 6 on your normal damage roll, you would deal 8 (dice size max) +6 (normal damage roll) +4 (modifier) for 18 damage, for example.


Non-adventure, non-downtime activity, non-training, non-strenuous. Hanging at a pub, attending a party, identifying magic items, having a roll in the hay. I would classify hunting as strenuous, because of the wild being as dangerous as it is. We can assess spell longevity on a case by case basis. No need for us to adjust the rules for Alarm if no one learns it. Magic items we will also assess on a case-by-case basis. I’d rather not create one all consuming rule that doesn’t work when we encounter a previously unknown item constraint.

  • Long Rest – 2 days
  • Short Rest – 8 hours

  • Round treasure to nearest gold (always rounding down)

Magic Items
  • Identifying magic items requires a short rest studying the item

Health and Wounds
  • Anyone dropped to 0 hit points will roll on the Critical Wounds table
  • You’d take 1 level of exhaustion (PHB 291) when you suffer a critical hit (this would be in place of increased damage) or drop to 0 hp. To offset the negative modifiers associated with wound levels, restoration spells have been improved to allow them to remove more exhaustion effects. Lesser restoration now removes one level of exhaustion and greater restoration removes all levels of exhaustion. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
  • Critical Wounds Table

If you get taken down to 0 HP, and every time you get hit when you’re at 0 HP, roll on the following table. Apply a -1 modifier to the die roll for each time you’ve failed your Death save, a +1 for each success. Add your Constitution modifier to the roll.

1 Mortal wound: Increase Exhaustion Level by 5, if that would take you to 6 Instant Death (decapitation or the like).
2 Grievous wound: Increase Exhaustion Level to 5, if already 5 then -1 to Death Save.
3 Fatal wound (gutted, stabbed through lung, broken back, etc.); Increase Exhaustion Level by 4.
4 Severed limb (DM’s choice or roll randomly); Increase Exhaustion Level by 3.
5-6 Severe Wound. Needs surgery. Increase Exhaustion Level by 3.
7-8 Broken bone (DM’s choice or roll, randomly); Increase Exhaustion Level by 2. Requires 2d4+9 weeks to heal; can’t use the bone until that first 2d4 weeks have passed. After that are at a Disadvantage for checks that rely on it until it’s healed the rest of the way.
9 Moderate Wound. It’s going to need stitches. Increase Exhaustion Level by 2.
10-12 Light wound: cut, gash, contusion in random place, and according to weapon type. Needs bandaging. Increase Exhaustion Level by 1.
13 Knocked out for 2d6 rounds, unless wearing a helm. With helm, only stunned for 1 round. Increase Exhaustion Level by 1.
14-19 the player remains unconscious. Increase Exhaustion Level by 1.
20+ a surge of adrenaline returns 1d4 hit points per HD; these vanish at the end of combat and you gain 1 level of Exhaustion.

  • In order to achieve the next level within your class requires training from someone at that level in the same class.
  • Takes 1 week of downtime.

House Rules

Egron billy_blackerby