EoW House Rules

This page lists the house rules used for the 5e Campaign, Embers of the Wilds.
==Weapon changes==
* Spears and javelins have the finesse tag when used in melee.
* Attacks declared to be Non-Lethal do half attack damage. No penalty on chance to hit.
==AC Adjustments==
In 5e, AC is made up of a few source: Base, Dex Mod, Armor Mod, Shield Mod, and magic mods.
* Base 10 always applies.
* Armor always applies.
* Magic always applies.
* Dex applies unless surprised, restrained, incapacitated, or otherwise rendered immobile (webbed, entangled, etc.)
* Shield applies unless surprised, restrained, incapacitated or grappled.
Other Sources of AC
* Cover -> Base
* Fighting Style -> Shield
* Defensive Duelist -> Shield
* Dragon Hide -> Armor
Other creatures provide cover if they are directly in front of you.
* 1 rank of creature = ½ cover | +2 AC / Dex saves
* 2 rank of creatures = ¾ cover | +5 AC / Dex saves
* 3 rank of creatures = full cover
==Holding your breath / suffocation==
A character that exerts themselves cuts the time they can hold their breath in half. Swimming is exertion.
==Movement==
A character may only dash once per round, regardless of the source of the dash. For example, a rogue may move, attack, and bonus action dash, but may not move, bonus action dash, action dash. Expeditious Retreat is the exception to this and permits one additional dash. Haste already increases your speed, so it does not allow any additional dashes.
Swimming is heavily impacted by encumbrance. A character may swim normally as long as they are carrying weight less than or equal to their strength score. They may tread water if they have weight greater than their strength score, but less than or equal to twice their strength. If a character has more weight on them than twice their strength score, they cannot swim and must sink. Do not count buoyant gear in this calculation (wooden staff, water skin, etc.) For deeper understanding on this, please look up records for “swim up” weights. Don't swim in armor kids.
≤ Str 	Normal swimming
> Str 	Tread water
> Str x2	No swim, only sink
==Lighting==
Size of light provided by mundane sources has been changed.
 	Bright / Dim	Total in feet
Torch 	5/10 	15
Lantern 	10/20 	30
Campfire	15/30 	45
==Literacy==
Characters are illiterate unless they have had been taught, and most characters haven't. Usually only characters from clerical or noble backgrounds may be literate.
==Resting==
Negative Rest: This is a situation in which a character not only does not sleep, but continues to be active throughout the normal sleeping period. A character who gets negative rest suffers 2 levels of exhaustion.
No Rest: This is a situation in which a character does not sleep but remains awake and alert throughout the normal sleeping period. No rest requires a DC10 Wisdom save, else the character falls asleep at some point during the night. A character who gets no rest suffers 1 level of exhaustion.
Rough Rest: This is a situation in which a character may sleep for the night, but their sleep is lacking. Bad conditions, frequent waking, or less than 6 hours of sleep are common rough rest situations. A character who gets rough rest suffers no penalties and gains no benefit.
Good Rest: This is a situation in which a character gets optimal sleep. Their environment is warm, dry, and comfortable. This is usually achieved in the comfort of an inn, home, or camping in safe conditions with appropriate gear. A character who gets good may regain 1HD of HP, removes one level of exhaustion, and regains all abilities that normally recharge on a Short Rest.
Long Rest: This is a prolonged period of rest that covers daytime activity as well as night time activity. In addition to 7 sequential days (8 nights) of good rest, characters must not participate in strenuous activities of body or mind. If there is a day or night in which these conditions are met, 2 further days of rest will be needed.
:Example: Tina the Transmuter is badly wounded and out of spells so she returns to town with her Squire Sam for a nice long rest. On the 7th day of rest, goblins attack the town and Tina/Sam rightly help in the defense. The short battle strains their bodies, reopens wounds physical and arcane, and prevents them from achieving a long rest. In addition to replacing the 7th day of rest, she will need an additional day to recover from the new strains, making the final day of rest the 9th day (and 10th night).
If rest is interrupted badly enough (either through activities of high enough magnitude or frequency), it must be restarted.
:Example: On Tina’s 9th day of rest, the town is attacked again and Tina again comes to its defense. This time Tina is wounded in the battle, but not seriously. The DM rules she needs 3 extra days of rest instead of 2 to make up for the additional strain. Squire Sam on the other hand was Knocked out and forced to make death saves. The DM rules Sam’s rest was so badly interrupted that he must start his long rest over again - much to the frustration of Tina the Transmuter who decides to berate the young squire for being so reckless and headstrong.
Those who complete a long rest gain all the benefits of a long rest.
==Custom Spells & Class Features==
Pearl Riverdale the wild magic sorceress, rolls on a modified 2e Wild Surge table instead of the 5e one. She also rolls on a homebrew Wild Magic Cantrip Surge table when casting cantrips, with a 1/20 chance of triggering. In addition, she has the custom spell , a heavily modified version of 
Category:5.Neal
Category:Embers of the Wilds