House Rules

The Basics

  1. No actively / passively killing or harming your fellow party members.   Dungeons and Dragons is meant to be a fun game for friends to play and explore fantasy worlds; in that intention of the game, lethal intraparty conflict is explicitly forbidden. Players are not allowed to murder another player character; players are not allowed to let another player character die simply because they do not like them and/or simply do not want to take the risk. If your party member hangs precariously from a cliff, and you have the opportunity to save them without incurring an inordinate risk to your own character, the player character must at least try to save their party member.
  2. No player, no player character.  If you are not present, your player character is not present in the story. They do not receive XP, and your party does not receive any benefits they might have.
  3. Avoid pointless side conversations. With a large group like this, it is especially important that conversations and actions are concise and intentioned. There is a role (see below) to help enforce this particular rule. As an example, if you run into a merchant, please do not attempt to convince the merchant that oak leaves are a form of currency in your "kingdom" no matter how good your Deception is. It takes up time and leaves other players with nothing to do.

Player Roles

  • Quartermaster – this PC keeps track of loot obtained by the group on their adventure. Current logged in a Google Drive document.
  • Lore Master – this PC keeps notes for the Adventure Log as well as writing down names of NPCs, locations, and organizations that are improvised by the GM.  These records are recorded in the Wiki and Adventure Log
  • Initiative Tracker – this PC keeps track of the initiative order during combat as well as damage sustained by NPCs.

Game Rules (Homebrew)

Potions & Poultices – If a PC wishes to drink a potion or poultice, doing so consists of the PCs "environment interaction" on their move. They cannot draw a weapon, open a door, etc. on the same turn that they drink a potion. If a PC wishes to administer a potion to an injured or fallen ally, doing so takes a Standard action.

Recovering HD – During a short rest, a PC may make a Medicine (Wisdom) check (For DCs ref. Recovery Table) to make recovery more effective. If successful, the injured PC may take max HP on each HD rolled to recover health.

PC Condition Medicine (Wisdom) DC
HP > 50% DC 10
HP < 50% DC 15
HP = 0* DC 20

* If a PC reached 0HP at any point between the most recent Long Rest and the attempt to recover HD, use DC 20 for the Medicine (Wisdom) check.

Death Saving Throw Failure – Failures on Death Saving Throws do not reset when the PC is stabilized. The PC can remove one Death Saving Throw failure each time he/she takes a long rest. In addition,PCs increase their level of Exhaustion by the number of failed Death Saving Throws they currently have.

Magical Obscuration - If a spell is cast during battle that causes an Area of Effect obscuration (such as Darkness or Fog Cloud), the characters in the area suffer the Blinded condition (PHB 183) as normal for battle mechanics. However, characters in the area know the square that each character was in prior to the effect. The characters in the area do NOT know where the effect's center or boundaries are nor can they see character movement within the effect. Obscured area is treated like Difficult Terrain for movement (PHB 182).

Downtime

Between adventures, PCs will have the opportunity to pursue personal tasks using the Unearthed Arcana: Downtime rules. Using these rules PCs can do certain tasks such as:

  • Building a Stronghold (DMG. 128)
  • Buying a Magic Item
  • Carousing
  • Crafting an Item
  • Crime*
  • Gain Renown (DMG. 129)
  • Gambling
  • Perform Sacred Rites (DMG. 129)
  • Pit Fighting
  • Relaxation
  • Religious Service
  • Research
  • Running a Business (DMG. 129)
  • Scribing a Scroll
  • Selling a Magic Item
  • Sowing Rumors (DMG. 131)
  • Training*
  • Working

Tasks generally take a week of time and a 10% chance of complication unless otherwise noted.

Blessings

Players may visit temples throughout Aia to attempt to gain the blessing of a deity. 

Standard rules for blessings are as follows:

  • PCs can only ask each deity for a blessing once per month.
  • PCs can only have one blessing at a time.
  • Unless a PC seeks the blessing if your chosen deity, you must make a d20 roll (DC10) to gain a deity's blessing. If a PC prays to their chosen deity, no roll is necessary.
  • Blessings can be stored for seven days after they are obtained, and once activated, last for 24 hours.

During a deity's given month, worshippers of that deity receive the following benefits:

  • Obtained blessings from that moon's deity are now available all month, and once activated, the blessing lasts for seven days.
  • Blessings from that moon's deity can be stacked with one other deity's blessing.

Blessing Table

Deity Blessing Description
Avandra's Luck Once per Long Rest, you may re-roll one d20 roll (as the "Lucky" feature).
Bahamut's Protection Increase your AC and saving throws by 1.
Corellon's Arcanus You have advantage on saving throws against spells and other magical effects.
Erathis' Synergy Whenever you Aid an ally (as a combat or non-combat action), in addition to gaining advantage, your ally gets to roll a d4 as though they were under the Guidance or Bless spell effect.
Ioun's Lore All Intellect skill checks and saving throws receive a +1 bonus.
Kord's Guidance Increase your Attack and Damage with Melee weapons and unarmed strikes and your Athletics skill by 1.
Call of Melora Gain one beast of CR 2 or lower as a companion.
Moradin's Steel Increase Damage done by 1 to a single Metal weapon OR decrease Damage received by 1 when wearing a designated set of Metal armor.
Pelor's Vigor  Gain temporary HP equal to your character level and +1 to Constitution saving throws.
The Queen's Protection You stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Cloak of Sehanine If you are under the night sky, your Stealth (Dexterity) checks have advantage. If you are not under the night sky, the shadows provide the cover of darkness allowing you to make Stealth (Dexterity) as if you were concealed by darkness when in dim light.

 

House Rules

The Aia Chronicles superspartan999