House Rules

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

For general guidelines and general gaming etiquette, please see Table Rules.

Critical Miss
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 immediately ends and something crappy may happen per DM option.

Critical Success/Failure
While a roll of a natural 20 on a d20 may not mean a success for a saving throw, ability, skill check, etc., it could still result in something truly awesome happening per DM option. While a roll of a natural 1 on a d20 may not mean a failure on a saving throw, ability, skill check, etc., it could still result in something truly crappy happening per DM option.

Monster Knowledge Checks
Refer to these rules whenever a character makes a check to identify or see if they know more information about a monster. They player will make an Intelligence check and the DM will add the appropriate skill modifier according to the chart below.

  • 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 type and typical temperament. Per the DM’s discretion and based on by how much the player’s roll exceeds the DC, he or she may know the monster’s resistances and vulnerabilities, what its powers do, and any other pertinent information.
  • Failure: The character doesn’t recall any pertinent information about the monster. The DM might allow a new check if further information comes to light.
  • The DM may allow advantage on checks if a character has done some type of research on the creature (such as reading lore or performing an autopsy on a creature).
  • Aberration – Int
  • Beast – Int (Nature)
  • Celestial – Int (Religion)
  • Construct – Int (Arcana)
  • Dragon – Int (Nature)
  • Elemental – Int (Arcana)
  • Fey – Int (Arcana)
  • Fiend – Int (Religion)
  • Giant – Int (Nature)
  • Humanoid – Int (Nature)
  • Monstrosity – Int (Nature)
  • Ooze – Int (Nature)
  • Plant – Int (Nature)
  • Undead – Int (Religion)

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.

Allowable Creature Content
Only creatures presented in officially published D&D hardback material can be used regarding spells or features that may allow characters to summon creatures, change into creatures, etc.

When casting a spell that provides broad options as to what creatures are summoned, the DM will provide a list of creatures (usually based on the environment) that may be summoned for the player to choose from. Players may indicate the creatures they prefer to summon, but the DM ultimately decides.

Combat Communication
During combat, you can communicate to others when it’s not your turn. However, the communication is limited to very brief gestures or utterances of a few words. For example: point down a hallway, thumbs up, “look out”, “behind me”, “over there”, “retreat”, “I’m dying” etc.

In general, a character always wins if a die roll results in a tie, including if an enemy’s attack roll equals a player’s AC or an enemy’s save roll equals a player’s DC. If a contest between two players results in a tie, follow the actual rules in the PHB to resolve (pages 174, 189, and 194).

Following are rulings and clarifications on specific spells:

  • Leomund’s Tiny Hut: If the floor of the hut can fit completely on a large moving object, then the hut moves with it. While inside the hut, you can summon creatures, but they must also appear inside the hut. However, they can’t pass through to the outside since they weren’t originally inside when the hut was cast.

House Rules

Ur-Delth Sebos