House Rules

Critical Hit and Fumble Rolls (all creatures)

Critical Hit

  • Scored on a natural 20 roll.
  • Any damage dice that would have been rolled for the successful attack are rolled twice.
  • Any 1’s on damage dice may be re-rolled until the result is not 1.

Fumble Rolls

  • Scored on a natural 1 roll.
  • Attack auto-misses.
  • Turn does not immediately end, but all movement points are consumed.

Initiative Stat

  • Characters may add either their Dexterity modifier or Wisdom modifier to calculate initiative stat. Which ability is used for the score can change, but must be changed during character advancement.
  • Initiative will be used to determine conflict resolution sequence order during encounters.
  • Initiative may be used in contest rolls to determine which engaged creature may make a first move in lieu of other ability score contests, such as dexterity or wisdom contests.

Inventory & Carrying Capacity

  • Liberal customization where standard equipment load outs, plenty of coins, gems and modest art objects will not likely cause an encumbrance issue. Carrying bodies, monster parts, extra weapons and armor will have the greatest effect.
  • Each characters maximum carrying capacity before heavy encumbrance is their strength score x 15.
  • Reasonable efforts to have the appropriate container types on hand is appreciated.
  • Heavy encumbrance causes your speed to drop by 20 feet and you have disadvantage on ability checks, attack rolls and saving throws using strength, dexterity or constitution.
  • Endurance checks will be required every hour when encumbered before exhaustion levels come into play.
    *There are no levels of encumbrance. You are not encumbered or heavily encumbered.
  • Weight conversions for context: 50 coins (1lb); 50 gems (1lb); 2 standard potion vials filled (1lb); medium human head (8lb); a torch (1lb); 100 sheets of paper (1lb)

Quick Combat Resolution
For combat scenes that the group decides not to play thru, the following rules will be used to signify a degree of energy expenditure and the risk of combat.

The DM will announce a Failure Percentage for the combat based on risk level and conditions and may customize per character. Players will roll percentile dice. Before the roll, a player may spend a destiny die to achieve an auto-success.

A character that fails the roll must roll 1d* of hit point loss whereas the die type is the characters class hit die type.

Magic Item Identification

The following Magic Item identification rules supports a framework to emphasize the use of magical knowledge, spells, scrolls or services to identify the properties of magic items whereas parties without magical resources or access to services will find identification a challenge.

Is it a Magic Item?
Commonly a magic item will present itself as something special and the party can assume the item has magical properties. Though, some magical items may not be evident at first glance.
An applicable skill check may be required to confirm if an item is magical (e.g. arcana, history, religion).
• Employing a non-player character with adequate skills.
• Story knowledge.
• Spells such as Detect Magic.

Magic Item DCs range from 5 to 25 depending on several story factors.

Identifying Magical Properties
There are four primary methods for identifying the properties of a magical item:
• Use of the Identification spell ritual (costs 100gp of components)
• Use of an item with the ability to identify magical properties.
• Employing a non-player character with adequate skills/resources.
• Using the Intelligence (Item Identification) mechanic.

In all cases, full knowledge of the magical item may not be gained depending on level of success of identification or other plot item. It should be noted that the use of Identification Spells or very skilled non-player characters increases the chances of obtaining more information.

Intelligence (Item Identification) Check
Any character may attempt an Intelligence (Item Identification) check on any item during a short rest. The character may not attempt a second check on the same item until 24 hours passes or new insight is gained applicable to the task.

The following conditions determine the Intelligence check parameters. Note, the check is an Intelligence (Item Identification) check and not an Intelligence (Arcana or Religion check).

• If the character is proficient in Arcana (or Religion in some cases), the character may add their Level proficiency bonus to the roll.
• If the character is not proficient in Arcana (or Religion in some cases), the character makes the check at Disadvantage.
• Any character may use a spell pouch or other identification materials at the cost of 25GP of components to add advantage to the roll.

Common Difficulty Class for Item Identification Check
The DM may set any DC.
• Common: 10
• Uncommon: 15
• Rare: 20
• Very Rare: 25
• Legendary: 30 (would require a mechanic that adds additional dice to ability rolls)

Resurrection Immersion

A characters death can be devastating to the parties morale. Although magic exists in the realm to retrieve your ally from the valley of death, the characters soul needs guidance to return to the world.

The following rules and activities apply to resurrection actions.

  • If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated.
    ○ Raise Dead
    ○ Resurrection
    ○ True Resurrection
  • Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check.
    ○ The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

After all contributions are completed, the DM rolls a single, final Resurrection success check. The base DC for the final resurrection check is 10, increasing in difficulty by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). The parties Contribution skill check successes or failures may change the final resurrection DC.

  • Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded.
  • On a failed check, the soul does not return and the character is lost.
  • Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells.
  • These spells can also restore a character to life who was lost due to a failed resurrection ritual.

For spells such as Revivfy, no contribution checks are allowed. The spellcaster rolls a Rapid Resurrection check rolling a d20 + spellcasting modifier. The DC is 10 increasing by 1 for each previous successful resurrection the character has undergone.

  • On failure, the soul is not lost, but more advanced spells than Revivfy are required and future resurrection checks are increased by 1 for the intended character.

Contribution Check Example
For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

Combat Options

Disarm
A creature can use a weapon attack to knock a weapon or another item from a target’s grasp (such as weapon, shield, book, potion or other object). The attacker makes a standard melee attack roll contested by the target’s Strength(Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defenders drops the item in their occupied space.

Note: fragile objects when dropped may break according to Object rules in the DMG.

The attacker has disadvantage on the attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Recovering a dropped item
A creature may pick up a dropped item in their space per the Interacting with Object rules in the PHB. Picking up this object causes no opportunity attack.

A creature may attempt to grab a dropped object, or move an object to an adjacent space, from a hostile space. As an action, the attacker consumes 5 feet worth of movement to attempt to interact with the object. The defender has two choices:
1. the defender may use a reaction to make an opportunity attack, at advantage, against the attacker. Regardless of attack outcome, unless specified by special rules, the attacker is able to interact with the object as planned.
2. The defender may invoke an ability contest against the attacker to defend the object. The attacker and defender choose to use str(athletics) or dex(acrobatics) in their contest. The ability selected is not public. Highest roll wins.

Pulling
Requires the target be grappled by you. Can pull the creature using half your speed and does not require an action. Your valid movement is away from or in parallel line with the grappled creatures origin square. The pulled creature is always pulled into the space you previously occupied.

The above action is considered force movement and do not open the target to opportunity attacks. All creatures with proper size and appendage can execute the actions.

Shove
Standard Shove
A special melee attack action as outlined in the PHB. The target must be pushed directly away, back or diagonal, from their origin square. The attacker is not required to move into the target’s origin space as part of the shove action.

Shove Aside
A special melee attack action carried out as a standard shove with the following exceptions: the attacker has disadvantage on their strength(athletics) roll; if the contest is won by the attacker, the attacker must move into the target’s origin square; the target can only be moved sideways from their origin square.

The above actions are considered force movement and do not open the target to opportunity attacks. All creatures with proper size and appendage can execute the actions.

Tumble
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn. If the tumbler fails the contest, the tumbler is prone in the last space they moved from. The tumbler can continue to take actions as move per rules.

Space (grid and non-grid)
As outlined in the PHB, a creatures occupied space reflects the room it needs to be fully effective and is not the dimensions of the creature. The spirit of the rules assistances in other rule options.

Growing into Restricted Space
The creatures size definition determines the space needed to be fully effective. Unless otherwise stated, other creatures, objects and terrain do not move to allow a creature to fit into its effective space size. In the case a creature does not have adequate space the following rules apply:

1. Standard squeeze rules apply first. This allows a creature to squeeze 1 size larger with minor consequences.
2. A creature requiring more than a standard squeeze, and within reason to still use the ability, the following additional consequences apply:
a. Adjacent hostiles may use a reaction when the creature first attempts to grow to make an opportunity attack against the creature (for wildshape, as the new form).
b. Adjacent hostiles may use a reaction to make an opportunity attack whenever the confined creatures makes an attack, casts a spell, or uses an ability that would create an opportunity for others to attack due to the creatures ineffective position.

House Rules

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