House Rules

These rules refer to specific game rules or clarifications to rules in this campaign.

For general guidelines refer to player/DM expectations and general gaming etiquette, please see Table Rules.

Critical Miss/Save Failure
When you roll a natural 1 on an attack roll, you are subject to a critical miss. On a critical miss, your attack automatically misses, your turn ends and something crappy may happen per DM option. When you roll a natural 1 on a saving throw, you are subject to a critical save failure. On a critical save failure, your saving throw automatically fails and something crappy may happen per DM option.

Critical Success/Failure
A roll of a natural 20 on an ability, skill check, etc. indicates automatic success (as long as the action was not utterly impossible) and can result in something truly awesome happening per DM option. A roll of a natural 1 on an ability, skill check, etc. indicates automatic failure and can result in something truly crappy happening per DM option.

Disadvantage Conditions
Ball bearings and Grease spell

Scrolls of Protection
Caster can center the effects of the scroll on another creature.

Monster Knowledge Checks
Refer to these rules whenever a character makes a check to identify a monster, regardless of the knowledge skill he or she is using. The DM typically tells a player which skill to use, based on the creature’s origin or relevant keyword. If a monster’s origin and keyword suggest the use of two different skills, the DM decides which skill can be used to identify the monster, and might allow the use of either skill. For example, a dracolich is both a natural creature and undead, but the DM might decide that its being undead is more relevant than its natural origin and require the use of Religion. In contrast, an abyssal ghoul is an elemental undead creature, and the DM might allow the use of either Arcana or Religion.

  • Action: No action. A character either knows or doesn’t know the information.
  • DC: The DM sets the DC based on monster’s rarity or mystery.
  • Success: The character identifies the monster and knows its origin, type, typical temperament, and keywords. If the character meets or exceeds the hard DC for the monster’s level, he or she also knows the monster’s resistances and vulnerabilities, as well as what its powers do.
  • Failure: The character doesn’t recall any pertinent information about the monster. The Dungeon Master might allow a new check if further information comes to light.
  • Aberration – Int
  • Beast – Int (Nature)
  • Celestial – Int (Religion)
  • Construct – Int (Arcana)
  • Dragon – Int (Nature)
  • Elemental – Int (Arcana)
  • Fey – Int (Arcana)
  • Fiend – Int (Arcana/Religion)
  • Giant – Int (Nature)
  • Humanoid – Int (Nature)
  • Monstrosity – Int (Nature)
  • Ooze – Int (Nature)
  • Plant – Int (Nature)
  • Undead – Int (Arcana/Religion)

Whip Entangling
On a hit, the attacker can choose to impose the restrained condition on the target until the target escapes. To escape, the target, or another creature within 5 feet, must spend an action to make a successful DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 5 or more slashing damage (AC 10.) A weapon with the entangling property can only be attacked when it is restraining a target.

Targets two size categories larger than the attacker or targets with formless bodies are immune to this property. For weapons with a trailing line, like the whip or harpoon, the target can move, but only in the direction of the attacker. Furthermore, if the target remains entangled by a weapon with a trailing line, the attacker can use their action to initiate a Strength contest and, if successful, can pull the entangled target up to 10 feet towards them.

Spell Sniper
Applies to prone condition.

Mount Rules

  • If the mount is unintelligent and/or under the rider’s control, the mount can only take dash/disengage/dodge on the rider’s turn. The rider still has his/her full complement of turns (including their own move – which would be a dismount probably).
  • If the mount is intelligent and/or not under the rider’s control, the mount can do whatever it wants on its own turn. For intelligent creatures, I take this to mean that the mount can either choose to follow the rider’s wishes, or not.
  • A steed summoned for Find Steed is a special case. It is intelligent but specifically under the rider’s control. According to WotC, this means it falls under the rules for a controlled mount. If not ridden, it has normal action options and will obey its master within reason. I am going to limit it to CR ½ creatures and lower. So, Giant Vulture is out. Here’s a list, but there could be others: Axe Beak, Camel, Draft Horse, Elk, Giant Bat (only flying steed here), Giant Goat, Giant Lizard, Giant Sea Horse, Riding Horse, Warhorse, Warhorse Skeleton, Worg. At higher levels, I will allow more advanced steeds: Level 9: (CR 1), Level 13: (CR 2), Level 17: (CR 3)
  • You get to choose the mount. So, I should not have forced you to get a vulture. In addition, giant vulture is CR 1, so it is too powerful. I will let you keep it until your next long rest or it can morph from a vulture to something more of your liking right now. But must be large creature and must be no higher than CR 1/2. OR we can come up with something unique for you… a fiery flying creature of some sort, but it can be no more powerful than a CR 1/2 creature.
  • For reference see: http://www.sageadvice.eu/2016/05/18/does-a-paladins-mount-count-as-intelligent-creature-for-mounted-combat/

Trident/Harpoon
Before you attack, you can decide to roll the attack with disadvantage and on a hit, the trident/harpoon causes damage and is embedded. Whenever it moves, the creature must make a Strength (Athletics) check vs. your Strength (Athletics) check or it can’t move away from you. As an action on subsequent rounds, you can attempt a Strength (Athletics) check vs. the creature’s Strength (Athletics) check to pull the creature 20 feet toward you. Or, as an action, you can release the trident/harpoon from the creature causing 1D6 damage (no attack roll needed). As an action, a creature with the means (like having hands) can remove the trident, but takes 1D6 damage.

Action Options
We use the Action Options from page 271-272 of the DMG.

Short Rest Rule
You can gain the benefits of a short rest while riding a mount or walking as long as you are travelling at half-speed, as long as you are not doing anything else, like searching for crap or concentrating on spell. In addition, you have disadvantage on passive perception.

House Rules

Ur-Delth Sebos