House Rules

HOUSE RULES are organized to match the order in the PHB and DMG.

Race
Add Goblin, and Orc, remove Dragonborn
Goblin
Ability Scores: +2 Dexterity
Size: Small Speed: 30
Traits: Darkvision, Nimble Step: Opportunity attacks made against you are made with disadvantage. Sneaky: You have advantage on Dexterity (Stealth) rolls.
Sub-races
Forest Goblin
Ability Score Adjustment: Your Wisdom score is increased by 1.
Animal Kinship: You can use Wisdom (Animal Handling) on wild animals as if they were domesticated animals, calming them, controlling them or keeping them as pets. You may also use any animal large enough to carry you as a mount even if it hasn’t been bred or trained for it.
Primitive Weapon Training: You have proficiency with whips, short bows and nets. In addition, when you make attacks with basic spears deal 1 additional damage.

Hill Goblin
Ability Score Adjustments: Your Charisma score is increased by 1.
Slippery: You have advantage on Dexterity checks or saving throws to escape grapples, restraints or attacks that impede your movement.
Mob Tactics: Your attack bonus is increased by 1 against enemies engaged in melee with your allies.

Orc
Ability Scores: +2 Strength
Size: Medium Speed: 30
Proficiencies: All martial axes
Traits: Darkvision, Advantage on Death Saves, Keen Smell (Advantage on smell perception checks), Animal Instincts (insight check to read the aura of your vicinity)
Sub-races
Gray Orcs
Ability Score Adjustments: Your Wisdom score increases by 1
Blood Rage: After you first take damage in a battle, you deal 1 additional damage with each attack until the end of the battle.
Fleet Footed: Your speed increases by 5 feet.

Mountain Orc
Ability Score Adjustments: Your Constitution score increases by 1.
Indomitable: You may ignore the first 2 points of damage you take each round. You are also resistant to cold damage.
Iron Belly: You have advantage on all saving throws to resist diseases or poisons from things you breath or eat.

Racial Vision
The following modifications apply.
Dwarf/Gnome (Hill) – Deepvision Double the range of light from any sources when underground or inside buildings. Also, no disadvantage/advantage to/from melee attacks from darkness when underground or inside.
Elf/Half Elf/Gnome (Forest) – Feysight – Treat dim light as bright light outside. Treat foliage as one level lower obscurement.
Tiefling/Half Orc/Goblin/Orc/Drow – Darkvision as per PHB.

Class
Clerics – pick a domain, do not worry about your deity. See Religion for details.
Druids – proficient in Intelligence, wisdom and constitution saving throws

Ability Scores
27 point buy

Description
Alignment (If you want to play an evil character see DM)
Personality, Ideals, Bonds, Flaws Describe circumstances where these could grant Inspiration. The circumstances ought to put the character in some jeopardy, or potentially disadvantage her.
Ex. Faralon has the Flaw – Overconfident, He will try things that are difficult and unlikely to succeed.
When he needs to roll a 19 or 20 on a check he gets inspiration (advantage) on that roll.

Ex. Kent has the Ideal “Unjudgmental”, He will give people a chance even when they have wronged him in the past.
He gets inspiration when he treats a person with a bad reputation or with whom he’s had bad experiences with a clean slate.

Proficiencies
Note: Proficiency with Herbalism Kit allows a character to recognize and properly collect herbs with unusual properties (whether or not they have a kit).
Background
New Background “Healer”
Skill Proficiencies – Medicine, Nature
Tool – Herbalism Kit, Healer’s Kit
Feature: Attend Recovery – When tending wounded roll a medicine check. You can assist the recovery of one person of your choice for each point the roll exceeded 10 (1@11, 2@12, 3@13, etc.). Player receives an extra d4 for each die they roll to add to the total, but only up to the number that die could roll.
Ex. Isa is a healer. During a short rest she attends the recovery of her party of 5. She rolls a medicine check and gets 12, so she can help 2 characters. She rolls a d4 and gets a 3. Terrance uses a Hit Die d6 and rolls a 2, plus her 3 = 5hp, Mtana rolls a d8 and gets a 6 plays 3 = 9, but 8 is the max, so she gets 8hp. The healer may use this on herself, but she counts towards the number of people attended.
The Healer background is a prerequisite to several Healing Rituals.

Feats
Ritual Caster: in addition to existing features, there are some Rituals which are True Rituals, rituals that are not also spells. Any number can be learned and performed by any character with the Ritual Caster feat or ability and the appropriate pre-requisites, and components. Some rituals are limited to class, religion or location.

Combat

  • When reduced to 0-HP, and fail a death save, get a level of Exhaustion.
  • If you are reduced to 0 HP and not killed outright, you may instead be reduced to 1 HP but take a level of exhaustion and accept a roll on the lingering injuries chart (DMG272). You may use this option once per long rest.

House Rules

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