House Rules

d_house-rules-logo.g1396842835.png

Critical Failure:

When 1 is rolled to hit, the next attack against the creature is done with advantage.

Identifying Magical Items:

Magical items will be identified this way, outside the identify spell:

With Proficiency in Arcana:

  1. A user that has proficiency in Arcana can make a knowledge check to see if they can generally identify the item, with an increasing difficulty based on the rarity of the item.
  2. If unsuccessful, for each hour they spend studying/experimenting with the item they may make another knowledge check with a +4 bonus.
  3. This study can be repeated every hour till the item is identified with the bonus becoming cumulative.
  4. This will not identify curses.
  5. After an item has been identified it can be attuned.

Without Proficiency in Arcana:

  1. The user must spend at least an hour studying and experimenting with the item.
  2. They may make an unskilled Arcana check, with an increasing difficulty based on the rarity of the item.
  3. If unsuccessful, for each hour they spend studying/experimenting with the item they may make another knowledge check with a +2 bonus.
  4. This study can be repeated every hour till the item is identified with the bonus becoming cumulative.
  5. This will not identify curses.
  6. After an item has been identified it can be attuned.

In some cases the Religion skill may be used instead, or History. This is on a case by case basis as determined by the DM.

Shield Bash:

You can use your shield to strike an opponent as a bonus action. Damage to the shield is 1d4 plus str modifier. Proficiency bonus is granted to hit is the character is proficient with shields. You will lose the benefit of the shield to armor class till the start of your next turn.

Spell Damage:

A spell may not cause double damage on the same turn that it is created. So if a spell causes damage when it is first created and then at the start of a turn. A creature lower on the initiative would potentially get damage twice in the same turn. This will not be allowed to happen.

Spell Points:

One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead of spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

The details of this variant rule can be found on pages 288-289 of the Dungeon Masters Guide.

Non-Lethal Damage:
To deal non-lethal damage, this must be declared before the melee weapon strike roll is made. Otherwise the damage is considered lethal.

Healer’s Feat:
To use a healer’s kit to restore hit point’s requires a minimum of 1 minute time to administer first aid. The healer’s kit could be used during rounds to help stabilize someone. This requires two consecutive turns. The first turn gives the unconscious player advantage on their death saving throw. The second turn stabilizes the character.

House Rules

Carrion Crown 5th Edition Panzermeyer Panzermeyer