Tal’Dorei House Rules

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General In-Game Rules

  • We will use Hero Points. 3 Points are awarded at the beginning of each session, 5 if you bring a community snack (food or beverage). Hero Points may NOT be banked and carried from one session to the next.
  • Inspiration is applicable. Do something heroic, role play your character true to the role, or do something really cool and you are rewarded with Inspiration.
  • We will be using Milestone XP; I will advise when you level.
  • Spellcasters must track their spell components, where applicable.

Combat House Rules

  • The optional rules of Flanking apply: If you are flanking an opponent, attacks are rolled at advantage. But the same applies for monsters with intelligence greater than 6.
  • Drinking a potion is a bonus action.
  • Pouring a potion down someone’s throat is an action.
  • Changing weapons readily accessible is a bonus action.
  • Rolling damage more than double an opponent’s remaining hit points results in two things: 1) you become inspired for your next action and 2) you get to describe how you “finish your opponent” in a creative way.
  • You can speak during combat and they can respond on their turn but the full conversation has to happen in 6 seconds.
  • Called Shots: A called shot is when a PC declares a specific location on an enemy during combat (or out of combat). Recognizing that the need is to be precise in the attack (or action), these rolls must be made at Disadvantage.

Ability House Rules

Hunter’s Mark

As written:

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Clarifications: If there is not a suitable enemy target to transfer as this spell to as the creature drops to 0 hit points, the spell ends. It cannot be carried forward to the “next enemy” encountered within the spell’s duration.

Magic House Rules

Costs of transcribing spells: Spells may be transcribed from a scroll or spellbook into a PCs spellbook at the following cost and time scale:

LevelCost in GPTime Required
151 hour
2102 hours
3253 hours
4504 hours
5755 hours
61256 hours
71757 hours
82508 hours
94009 hours

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