Comprehensive list of house rules

House Rules

This wiki will be used to keep all the house rules and table rulings in one place. If anyone wants to discuss them, message me privately or set up a public forum.

Rule Variants

Spell Components
As noted in the Magic wiki, material components have been replaced. For arcane casting (anything that isn’t the result of a cleric or paladin casting) a piece of colored sartite worth at least 100 GP is required (spell casters may begin with this focus, but should consider how they obtained it). Clerics and Paladins simply pray for their spell to occur, and it does.

If a spell requires material components that are lost in the casting, an amount of sartite equal to the indicated cost will be consumed. This is true for both divine and arcane magic.

More Difficult Identification
Magic items will require experimentation and identification spells to discover their abilities.

Flanking, Marking, and other combat actions will be used as found in the DMG.

Rolling for HP each level
HP rolls may be rerolled if the result is below 1/2 the hit die maximum. For example, rolls with a D8 would be rerolled on 1,2, or 3.

Hero Points instead of Inspiration
Instead of the rules for inspiration, we will be using a modified version of the Hero Point rules found in the DMG.

At each level up, characters will receive 5 Hero Points. These do not carry over between character levels.

These points may be spent for a variety of effects, as detailed below.

  • You may spend one point to gain one of these effects:
    • You may spend a hit die as an action, and recover the indicated hit points. You must be capable of taking an action for this usage.
    • You may roll 1D6 and add the result to an ability check after seeing the result of the D20, but before knowing the outcome of the check.
  • Spend two points to gain one of these effects:
    • Turn a failed death save into a success.
    • Turn a normal hit into a critical hit
    • Turn a critical hit into a normal hit
  • Spend three points to gain one of these effects:
    • Recover 1 HP.
    • Regain the use of class features that require a short rest.
    • Take an additional action on your turn.

Regaining HP
This is a tweaked version of the variant found in the DMG.

After a short rest, characters may spend hit die to regain hit points.

After a long rest, characters regain a number of hit dice equal to half their level. They may spend as many hit die as they have available, and re-roll all results equal to or less than their proficiency bonus, thus guaranteeing better value for spending hit die to heal during a long rest over a short one.

Injuries
Injuries will be represented by the temporary loss of maximum HP. This will occur when a character fails a Death Save. The fictional nature of the injury will be determined by the player and DM based on the circumstances surrounding their HP loss.

When rolling a death save, roll half your maximum hit dice with it (rounded down, minimum 1). If the save fails, subtract the sum of the dice from your maximum hit points. If the save succeeds, ignore these dice.

If a character’s maximum HP reaches 0, they die. Note that 3 failed death saves does not kill a character.

Maximum HP is recovered when a character receives healing of a magical nature or by spending hit dice. The source of the healing may choose to increase maximum HP or current HP at this time. The character is considered injured as long as their HP maximum is below full. Being Injured has no mechanical basis beyond this, but will be represented by the character as appropriate.

Should any effect cause you to automatically fail one or more death saves, roll an appropriate number of dice and reduce your maximum HP.

Loss of Limb and Maiming
Being maimed has it’s place in good storytelling.

When a master swordsman loses his right hand, falls into depression, gets pep talked by Brienne the Beauty into finding the will to live, then goes on to remaster the sword with his left, we have good story!

When a level 1 D&D character trips off a 20 foot cliff and looses their leg, we have a potentially intriguing character who will be retiring from adventuring.

I do believe maiming has it’s place in D&D. Just not as a meaningless result of bad dice rolls.

And so, to be clear, you can expect (at some point) to be faced with Hard Choices that could result in being maimed. These will always be choices presented in a way that furthers the drama of the story, rather than detracts from it.

Comprehensive list of house rules

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