House Rules

Attunement:
As characters reach levels of power and recognition that set them high above the ordinary populace of the world. Their heroic (or in villainous) form allows them to bare the weight of more magical items that require attunement. In the third tier (levels 11-16) they are able to attune with a 4th item. Upon reaching the fourth tier (levels 17-20) they are able to attune with a 5th magical item.

Bonus Action Casting:
Found on page 202 of the PHB: “You can’t cast another spell during the same turn, expect for a cantrip with a cast time of 1 action.” We allow any spell to be cast of 1 a cast time of 1 action or less.

Inspiration:
is given at the end of the round based on actions taken the previous turn. There is also something known as a “Bad Ass Card” which was used 05/18/2015 by Strith and as a result he acquired the Dragon’s Testicle.

Luck Tokens:
At the beginning of each DND session, each party members rolls a D4. The DM then creates good and bad luck tokens based on how many 1’s and 4’s are rolled. These tokens can be used on any D4 roll to produce a good or bad outcome. Tokens are used until they are gone, then the last one used is flipped from good to bad or bad to good and continues as the game goes on.

Miss by 1:
the PC can explain a creative reason why the ability hits instead.

PC Criticals:
1) Beginning at 3rd level, your attack rolls score a critical hit on a roll of 19 or 20.
2) Beginning at 3rd level, if a creature rolls a 1 on a saving throw against your spell or spell-like ability and takes damage, you critically hit with it.
3) Starting at 15th level, your attack rolls score a critical hit on a roll of 18-20.
4) Any source that grants you critical strike chance, simply expands the window for critical hits appropriately.
5) When you restore hit points to a creature with spells, spell-like abilities or with hit dice, roll a d20. Follow the critical range above.
6) Classes and archetypes that grant critical strike ranges, have been reworked.

Pet Commands:
If your pet, familiar, companion, etc is to repeat the same action(s); the master does not need to spend an action. Similiar to older versions of D&D.

Ranger Feature from Unearthed Arcana:
Hit Dice: 2d6 per ranger level
Hit points at 1st level: 12 + your Constitution modifier
Hit points at Higher levels: 2d6 (or 7) + your Constitution modifier per ranger level after 1st
Tools: Herbalism kit
Ambuscade – Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Everything else remains the same as is written in the PHB.

School of Enchantment:
In previous editions of Dungeons and Dragons, creatures did not know that a player had charmed them, enchanted their mind or memories unless told so, or the initial spell had failed. Those who utilize this school of magic are master manipulators. That being said, whenever it is stated by a spell or spell-like ability (such has Charm Person PHB 216) states that “When the spell ends, the creature knows it was charmed by you” we ignore that. Instead the creature only knows on a successful saving throw against the effect(s).

Wild Magic Surge:
We like WMS, we like it a lot. WMS is invoked on rolls of 1 or 20, when applicable. Rolling a 1 utilizes the same table found in the PHB, while rolling a 20 uses a custom WMS table.

House Rules

Heroes of Archetype RurouniQ adamowczarek68