top of page

D&D HOUSE RULES

FAQ

Box of Doom

The Box of Doom can be called upon by players or the game master to substantiate rolls where everything hangs in the balance. Checks can be buffed or nerfed by players before the roll is made, however, nothing (such as Inspiration or Portent) can affect a Box of Doom roll once the die has been cast.

 

Critical Successes & Critical Failures

A Natural 20 is always a success and a Natural 1 is always a failure.


If a task is impossible to succeed, the game master will not prompt for a roll and narratively resolve the outcome.

 

Rolling a Natural 1 cannot be changed into a success with bardic inspiration, heroic inspiration, or other modifiers. However, if a character feature replaces a die roll or specifically affects a Natural 1 (such as Halfling’s Luck, Divination Wizard’s Portent, or Rogue’s Reliable Talent) then that feature may be used to turn a Nat 1 failure into a success.


Perkins Critical. When a critical hit is scored in combat, roll the attack's damage dice once, then add the maximum of all dice that would be rolled, plus modifiers. This applies to both the players and the game master. The virtual tabletop handles this process happens automatically.

Damage & Hazards

Fire Damage in Water. A creature that is fully submerged in water is Immune to Fire damage from effects that originate above the water’s surface. If a fire-based effect originates underwater, the submerged creature instead has Resistance to the Fire damage dealt by that effect.


Lightning Damage Conduction in Water. When a creature casts a spell or ability that deals lightning damage, and hits a target that is submerged in water or within an area heavily saturated by natural or magical water (a general depth of 6 inches or more), the electricity conducts through the surrounding environment.


In addition to its normal effects, the lightning spell creates a 5-foot radius centered on the original target(s). Every creature besides the caster within this radius, who is also standing in the same body of water as the target, must succeed on a Constitution saving throw against the caster's spell save DC or take lightning damage equal to half the damage dealt by the original spell. On a successful save, a creature takes no damage.

Draw & Stow Simplification

A character may unequip any weapons or stow any items they are holding, then equip another weapon before or after taking the Attack action, Magic action, or Utilize action.

 

Drinking Potions

All potions and consumables require a bonus action to use per modern core rules.

 

Characters may elect to use their action instead to drink a healing potion, and regain the maximum result of that potion’s healing dice.

Inventory Management

Ammunition. Games do not track regular ammunitions like bolts and arrows for ranged weapons. However, special arrows (+1, +2, +3) and magic arrows that apply an additional effect when they hit an enemy must tracked. Using a special or magical arrow consumes it, and it cannot be recovered.


Spell Components. Games do not track generally worthless and mundane spell components, like feathers or bits of copper wire. However, spells that require a special material component with an associated monetary cost must be accounted for, or your spellcaster will be unable to make use of the spell until they have the necessary material component. Reference the spell's description regarding if that component is consumed upon casting or if it remains in your inventory.

Rules Glossary Additions & Corrections

Hide [Action]. A successful Stealth (DC 15) makes you Hidden, which is separate from magical invisibility. The Hidden condition functions similarly to the Invisible condition, but the effect immediate ends if the character makes a sound louder than a whisper, an enemy finds the character, the character makes an attack roll, or the charact casts a spell with the Verbal component.

Opportunity Attacks + War Caster feat. When an ally provokes an opportunity attack from a character with the War Caster feat, that character can use their reaction to cast a spell that aids or benefits the ally, instead of making an attack against them. To use this option, the War Caster must spend one Heroic Inspiration point.

Retreat [Action]. When you take the Retreat action, you withdraw from combat with speed and caution. You gain the benefits of both the Disengage and Dash actions when you take the Retreat action on your turn. You must use all your Speed on this turn moving farther from each hostile creature you can perceive. You can’t willingly move closer to such a creature. You can’t Retreat if your Speed is 0 or if you are Grappled, Restrained, or otherwise unable to move.

Stunned [Condition]. A stunned creature’s Speed is 0, in addition to the other effects of the condition.

These house rules may be subject to change or update at any time without prior notice.

JOIN THE GUILD

  • Discord
  • TikTok
  • Youtube
  • Twitch
bottom of page