House Rules

COMBAT

INITIATIVE
• Initiative is rolled every round.
• If a natural 20 is rolled, the character gains an extra action.
• If a natural 1 is rolled, the character loses an action.
• The DM declares the enemy’s Initiative. All characters that have a higher Initiative may act in any turn order they wish before the enemy has acted.
• All characters that have a lower Initiative may act in any turn or order they wish after the enemy has acted.
• Players win ties.

CRITICAL HITS
• If a natural 20 is rolled, all damage dice are rolled twice and added.

CRITICAL MISS
• If a natural 1 is rolled, the character’s nearest foe can attempt a free attack.

CRITICAL ADVANTAGE
• If a natural 20 is rolled with both dice in an attack with Advantage, the enemy is instantly slain or otherwise defeated (player’s choice).

CRITICAL DISADVANTAGE
• If a natural 1 is rolled with both dice in an attack with Disadvantage, the attacker is instantly defeated.

SHIELDS SHALL BE SPLINTERED
• If a successful attack reduces the character to 0 HP, the player can choose to have their shield destroyed in the attack and the damage halved (round down). Only one shield can be worn at any time.

HELMS SHALL BE SUNDERED
• If a successful attack reduces the character to 0 HP and the Critical Injury Table results in damage to the head, the player can choose to have their helmet destroyed in the attack and the result ignored.

CRITICAL INJURY
• Whenever a character is reduced to 0HP they are Critically Injured. For now see the Lingering Injury Table, p272 DMG. A custom Critical Injury Table is coming soon.

COUP DE GRACE ATTACKS
• If a target is completely unable to defend themselves — such as being asleep, paralysed, or already on 0HP — a Coup de Grace can be attempted that will end their life. The attacker must make an attack roll with advantage against the defender’s base armor class (10+armor worn+natural armor, but no DEX bonus), with the following results:

◼︎ COUP DE GRACE ATTACK
ATTACK ROLL INJURY
Natural 1 The attacker completely fumbles the attack, rousing the target if possible and granting them a reaction before going to normal combat rounds.
Attack < AC The attacker does normal weapon damage to the target. If the target is already at 0HP, they automatically fail one Death Save. If this uses up all their Death Saves they are killed.
Attack ≥ AC The attacker does critical weapon damage to the target. If the target is already at 0HP, they automatically fail two Death Saves.If this uses up all their Death Saves they are killed.
Crit Attack The attacker reduces the target to 0HP and they start making Death Saves. If the target is already at 0HP, they are instantly killed.

DEATH

I pull no punches with character death.

If you fail your three death saves…your character dies and their soul moves on to the Great Beyond. They will ccontinue their own adventure in the Outer Planes, but they are no longer part of this one…. unless they can be brought back from Death by the use of powerful magics.

I’LL BE BACK
Raise Dead, Resurrection, Reincarnation and Wish spells are all possible, but it is very very hard to find someone with such power let alone convince them to use it. They’re hideously expensive to buy — the price for this kind of magical power that can bankrupt a nation. Also it is not a simple case of cast the spell and you’re back — instead some decent roleplaying of the event is required, and the character must be convinced to return or convince the guardians of their fated afterlife that their return to the mortal world is warranted. Only then will the spell be successful, and they will not be entirely untouched by their experience beyond the grave.

WILLS & INHERITORS
Characters can leave their worldly possessions to others, but to do so they must a) have a will describing the terms and b) include details of the inheritors. Otherwise, if the character’s possessions are likely to be claimed by their religion and put to good use in their name. Inheritors can be brought into the game and join the party and avenging the fallen.

FUNERAL RITES
Death of a companion is a terrible experience, and there are reasons for giving proper funeral rites to those we hold dear. Failure to do so according to the wishes of the dead is not only an insult to their memory: it may hold grave (boom tish) repercussions, including angering the wrath of the gods, causing the soul of the dead to remain in this world and rise as a member of the unliving, or leaving the body (if there is one) available to be despoiled by necromancers. Also, failure to deal with the grief at the time will cause issues for the surviving characters later on.

NEW CHARACTERS
When creating a new character to replace a dead one, they start at a level equal to the average of all the surviving party characters. If that number isn’t a whole number, they get that fraction as XP towards the next level. If they are Inheritors of the dead character they have first claim to all their possessions, otherwise they start with any reasonable equipment necessary to perform their abilities competently, as well as a one or two of magic items with total bonuses equal to their Proficiency Level. They must also be one of the approved races and classes, though there are some that might not be available at the start of the campaign that can be unlocked later on.

Return to Main Page.

House Rules

D&D5E : Greyhawk Adventures! JezG JezG