1 House Rules

May 30, 2023 6:44 pm
https://i.imgur.com/3UZKoBZ.jpg

Genre/Mood: Dark Fantasy (Swords & Sorcery)

Note: DM reserves the right to accept or refuse content and make alterations on a case-by-case basis.

Races allowed: Aasimar, Aetherborn, Cyborg, Dhampir, Eldren (elves, dark elves, shadar-kai - no eladrin), Genasi, Goliath, Humans, Lesser Medusa, Moonfolk, Nocthelians, Tiefling (use heritages and/or random traits), Yuan-Ti Pureblood

Languages: Aberrant, Common (Trade), Eldren (High), Eldren (Low), Draconic, Giant, Necril (Undead), Primordial (Elementals), Soratami (Moonfolk)
Notes: There are also Dialects and Cultural Variations such as the Vistani language of Patterna. High Eldren is the language of sorcery, replacing Abyssal, Celestial, & Infernal. These three languages are considered dialects instead.

Classes restricted: Artificer, Barbarian, Druid, Bloodhunter
Classes Modified: Ranger

Subclasses Restricted: (no fey or djinn patrons or archetypes)

Starting Level: 11th

Starting Stats: Custom Array (17, 15, 15, 13, 13, 10)
Note: PCs with less than a 13 in INT, cannot summon or bind entities of any Ethos and any attempt to pick up and use or attune to items of greater value than +1, will automatically give them a -1 to their contested WIS save against the said item (-2 if the item is +3).

Hit Points: Max at 1st level. Roll for each subsequent level and take roll or the average (whichever is higher)

PCs may start with 15,000 gp worth of wealth to buy other equipment and normal (non-magical) items.

Alignment: Standard alignments are not in use. PCs must choose either, Law, Chaos, or Neutrality

Each PC is given points equal to a total of their three mental attribute bonuses plus their proficiency bonus to divide amongst these to show their devotion levels.

Law - Order, structure, virtues, technology
Chaos - Creation, freedom, demons, magic
Neutrality - Balance

Inspiration (Luck): PCs begin with 3 pts. These can be used to re-roll any failed 1d20 roll. The maximum number of points a single PC can have at once is 5.

Attunement: Is equal to Proficiency Bonus plus Stat bonus of either WIS or INT bonuses, whichever is greater. Attunement is required for the possession of demons/virtues bound into items and their number is subtracted from the total for standard magic items.

Companions/Cohorts: Maximum of CHA bonus +1 (This includes servants and all types of bound demons/virtues in mobile form). Therefore, if your PC has only a CHA of 10, they may have 1 companion. This also includes familiars and animal companions. First companion is an 8th level cohort, the second is a 5th level follower, and the third is a 3rd level hanger-on. Starting stats are standard array (15, 14, 13, 12, 10, 8).

Starting PCs can have a maximum of three bound demons/virtues provided their allowed number of attunements and companions/cohorts allows it.

Cohorts or Retainers will be built using Sidekick rules. Companions will be built using the Expert Sidekick without abilities

The Knight's retainer feature increases the number of Max companions +1.

Know Thy Enemy is not automatic - If the target is actively in Disguise, the attempt must be made by rolling Deception vs Insight with disadvantage.

Similar features gained from multiclassing do not stack. Only the highest bonus is valid.

Maximum Initiative bonus is equal to triple Proficiency Bonus

A PC can only benefit from reading a magical manual or tome once per stat. There are only one of each of these arcane tomes/manuals in existence in the multiverse and they vanish once the read through is complete.

Wishes can only be granted by demons or otherworldly beings

Magic Items allowed/restricted (Any magic item with a bonus of +2 or +3 contains a bound demon or virtue)

Items that summon entities, can as Elemental Command items, can only function for individuals who can normally summon/bind that particular TYPE of entity. These items do, however, speed the process for summoners of the proper entity involved to perform a summoning.


Starting Magic Items

1x Very Rare item.
2x Rare items.
2x Uncommon items.
2x Common items.

Includes expensive material components by value

3x Common consumables. (50 - 100 gp)
3x Uncommon consumables. (101 - 500 gp)
3x Rare consumables. (501 - 5,000 gp)
1x Very Rare consumable. (5,001 - 50,000 gp)
Jul 5, 2023 5:10 am
Note on Critical Hits:

I am instituting C1NDER's rule of Crits. Max damage on the hit plus roll damage for the crit on all dice, then add any bonus damage.

Example:
normal damage - 1d10+6
on a critical strike - 10+1d10+6

Magic can do critical damage in this campaign as well.

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