House Rules

There are a number of rules that we've modified for play from the standard 5th Edition ruleset.

## Twitch Point Rewards

Twitch rewards viewers for watching with a currency called Channel Points (renamed to Dork Points). These points have no monetary value, but they're a great way to stay engaged with the game and to reward viewership. While this might seem chaotic, it actually makes the game a lot more fun and interactive and are encouraged by a mutual consensus among PCs and the DM. Presently this type of point-buy system is not available for YouTube Live games for our Patreon, but we're weighing options. These points can be spent in the following ways:

### Determination

* Adds a PC's proficiency bonus to a roll, even if the player would already add their proficiency bonus anyway
* Introduced during Rime of the Frostmaiden as redeeming Twitch Channel Points for Inspiration was considered overpowered
* In non Dungeons and Dragons games, this can be used to restore expendable points to a PC, such as Willpower, Quintessence, etc. as they're the same price.

### Desperation (Variant Determination)

Introduced during the Dirge for Exalar series as a way to make Determination more random for a horror setting.

* Desperation allows a player to add a die to a roll, the die type varying by player character level

### Hurt Them More

* Allows the Dungeon Master to modify the situation to make it more challenging for the PCs. Some examples include:
	+ Giving an enemy advantage
	+ Granting an enemy an additional attack or ability
	+ Modifying a spell's power
	+ Adding hit points to an enemy
	+ Allowing an enemy to ignore a deathblow
	+ Give a PC disadvantage

### Drama Bomb

Makes a scene more dramatic. This is highly subjective, but can be used to create anything that raises tension or stakes. Examples:

* Kill off an NPC
* Remove an important item from the PC's possession
* Introduce a retroactive plot element, such as a rival or a one night stand a PC may not remember (with PC consent)

### Something Good Happens

Like Drama Bomb, this is subjective. It has been used to:

* Allow an NPC to escape certain death
* Have a quest item end up in the PC's hands
* Provide a clue to a current mystery
* Grant a PC advantage on a roll

### Bonus +1 XP / Beat to the group!

* Gives a point of Experience in World of Darkness Games
* Gives a beat in Chronicles of Darkness Games (1/5 of an Experience, which is a lot more than it sounds)

## Dungeons & Dragons House Rules

The following are House Rules used in games, regardless of where they're broadcast. These rules are added by mutual consent at the start of each campaign during the Session 0.

### Milestone Experience

* All of our D&D games use Milestone Experience, which means that PCs level up when they reach a point in the story

### Rolling Hit Points

* Reroll 1s and 2s when rolling new HP at level
* PCs can default to average even after they roll
* The Nice Rule: If a PC ends up with 68 HP, after rolling hit points and adding Constitution modifiers, they may gain a free 'nice' point to increase their hit point maximum to 69. Because we're mature.

### Criticals and Botches

* A roll of a 20 on a d20 (called a natural 20, nat 20, crit, etc) has the following benefits:
	+ If rolled on an attack, it always hits and the character doubles their damage dice
	+ If rolled on an ability, the roll is not guaranteed, but more likely to be favorable.
	+ If rolled on a Saving Throw, nothing extra happens.

* A roll of a 1 on a d20 (called a natural 1, nat 1, botch, etc) has the following quality:
	+ If rolled on an attack, the attack misses and does one of the following:
		- Provokes an immediate Opportunity Attack by an enemy.
		- Damages the character or a nearby ally instead of the original target.
		- Creates an ongoing problem for the combat, such as a dropped or broken weapon, or a chain reaction that adds drama to the scene.
	+ If rolled on an ability, the roll is not guaranteed to fail, but is more likely to create consequences or introduce additional drama.
	+ If rolled on a Saving Throw, the character suffers double damage or extended consequences.

### Inspiration

* In homebrew games, every player starts each session with a point of Inspiration.
	+ Players in modules don't get these automatically, but can be awarded them.
* Inspiration can be spent after the roll.
* It cannot be spent to reroll a 1.
* Inspiration can be spent on any player or allied NPC.
* As of October 2020, Twitch viewers can replenish this Inspiration with Channel Points.
	+ Players with Channel Points can do this too, but not for their own characters.
	+ There is a cap of 8 Inspiration purchases per session, or 2 per character.
* As of 2020/2021, Twitch viewers can no longer replenish Inspiration with Channel Points. They may, however, redeem Channel Points for other options such as Determination.

### Inspirational Critical Hits

Inspired by Ginny Di, this variant critical hit rule was introduced in Dreams of Arkos. With this rule, when a character rolls a critical hit, they grant a point of Inspiration to an allied character of their choice. This Inspiration lasts for the duration of the fight. So far, this is a really fantastic rule and encourages party cohesion.

### **Fated Rolls / Doom**

Introduced in Dreams of Arkos, this new rule introduces epic-level agency to players to represent their destiny as ordained by the Fates.

While under the auspice of a **Fated Prophesy**, such as the one that guides the Auspicious Guests of Manos in the Dreams of Arkos campaign, a character can draw upon their destiny to bless a roll with divine favor. During their turn, a player announces that one of their actions is a Fated Roll, which grants it the following benefits:

* The roll automatically hits and does maximum damage (if the roll is a critical hit, it is also maximum damage)
* The conflict or events shift in the player's favor in a dramatic way, such as the blinding of an enemy or an impossible feat of strength;
* The player gains limited narrative control to describe these new circumstances

Fated Rolls may only ever be called on a number of times equal to their proficiency bonus, meaning that a character may only have a maximum of six Fated Rolls per lifetime if they reach level 20.

**Doom** is the downside of a Fated Roll. When a character shifts the odds in their favor, the universe conspires to bring about their downfall and punish their hubris. Each time the character evokes a Fated Roll, the DM gains access to a Doom that they can inflict on the player, usually when the player botches (rolls a natural 1) or when an enemy rolls a critical hit against them. The nature of this Doom can cause a permanent change to a character, such as the loss of limbs, disfigurement, or a social stigma that will follow them for life. Inspiration for these can be seen throughout Greek Mythology.

### Resting

#### Short Rest

* A short rest is a minimum 10 minutes.
* A short rest cannot be combined with ritual casting.
* Hit Dice spent during a short rest regenerate at variable rates:
	+ When in the field, Hit Dice regenerate at the standard rate.
	+ When able to Long Rest away from danger and in comfort, such as an inn, all Hit Dice replenish.

#### Bonus Actions

* **Drink a Potion:** potions may be quaffed as a Bonus Action.
	+ There's technically a more complicated version of this that we came up with, but for brevity, this is preferred. Potions are expensive and not super powerful, so it works out.
* **Monster Lore**: players may spend their Bonus Action to roll knowledge of monsters (DC usually 10 or 15 + CR, depending on rarity).

### Buying and Selling Items

* You can buy and sell magic items in any city that has a specialist.

* On average, items can be sold for 25-50% of value.
	+ It's assumed that the prices in the PHB include a 100% markup, as per real world retail.
	+ If you've never worked retail, this may come as a shock.

### Narrative Vulnerability

* The party doesn't have plot armor, but villains are usually more likely to capture or enslave than kill.
* The party's survival rate improves along narrative line. Examples:
	+ They stand a chance against 500 gnolls while defending a settlement.
	+ They are very likely to die if they decide to commit genocide on that same settlement.
		- There are two main reasons for this:
			* First, it breaks the theme of all of the current games.
			* And two, once you become a villain, you're the backstory of another party of heroes.

### Milestone Abilities

* At Level 10, the DM will sometimes bestow a Milestone Ability on a PC. This ability is specifically suited to their character and personal plot. These abilities are roughly equivalent in power to a feat and are crafted by the DM, though other players may be consulted for play balance. Many of the original powers were inspired by the mechanics for infernal pacts found in Mordenkainen's Tome of Foes and modified to fit the characters, because it's it ain't broke, don't fix it.
* Known Milestone Abilities are:
	+ **Shadow Step (Blessing of the Carrion Queen):** Aesyn Rightwing gained the ability to magically transport herself between two shadows in her line of sight up to 60 feet apart. This takes a Bonus action and may be done a number of times each day equal to her Wisdom modifier.
	+ **The Hand's Ambition (Nyrn's Grasping Claws):** Mars gained the ability to steal from unwilling targets using her connection to the dark goddess Nyrn. As a Bonus action, she may make a (Dexterity) Sleight of Hand roll against a creature within 15 feet's (Wisdom) Insight. If she is successful, an item of her choice on the creature's person weighing up to 10lbs transports to one of her hands. Mars must be aware of the item for this power to function. She may do this a number of times per day equal to her Charisma modifier.
	+ **Rise Like the Sun (Vaella's Heroes Never Die):** Malia Sunsworn gained an even greater ability to channel her goddess' might into fallen foes. When an allied character within 30 feet falls below 0 HP, Malia may expend her Reaction to instead stabilize them at 1 HP. She can use this ability a number of times per day equal to her Wisdom modifier, with each ally stabilized thus taking one use, and may spend multiple uses per Reaction.
		- This power does not function on powers, abilities, or events that cause instant death.
	+ **The Speech of All Things (The Word of Sof):** Teah Armstrong's encounter with Sof, the god/goddess of nature, endowed her with the ability to communicate with all natural life. As an action, she may choose one type of creature within sight, such as Beasts, Dragons, Humanoids, and so on. For the next hour, she gains the ability to communicate with these creatures in their native language, however that may appear to onlookers. She may use this ability a number of times per day equal to her Wisdom modifier.
		- This ability does not function on constructs or aberrations, as they are beyond Sof's reach.
		- This ability does not allow Teah to read or write languages, only to speak and understand them.
		- The creature does not have to a mouth or make audible noise for this power to function. It can be used, for example, on plants.
	+ **Power of the Elder Dragons (Geyser of Magic):** Feramina Hazal gained the ability to tap into her elder dragon heritage. With this ability, Fera gains the ability to draw raw magical energy from her own body. She may spend Hit Dice to increase the damage dice of her breath weapon or the casting level of a spell. She may do this a number of times equal to her Charisma modifier.
		- Due to her elder gold dragon heritage, Fera also gained the ability to channel either Fire or Radiant damage in her breath weapon.
		- Fera also gained resistance to Radiant damage.
		- If you're wondering why she gets more stuff than a standard Milestone Ability, it's because she's a freaking dragon.
	+ **Starsight**: Fhaedia Stardust began game with this ability as part of her unique heritage as an Astral Genasi. As a bonus action, you gain a special sight called Starsight. This grants you Truesight at a range of 60 feet. In addition, you gain the ability to probe the souls of others. You may spend an action to make an opposed Intelligence (Investigation) check versus a target’s Charisma (Deception), or a DC their level or Challenge Rating if unaware of you. If successful, you may ask one simple question about their nature, which can be answered by no more than 3-5 words. Your Starsight lasts for one minute, and you can use it a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of Starsight when you take a long rest.
	+ **Along for the Ride:** Kadamus Warforge has no special ability yet, but we love him anyway.

### Death Saving Throws

* Death Saving Throws are made by the Dungeon Master in secret in order to heighten tension.
	+ There is a variant of this rule where the PC rolls, but is only allowed to tell the DM the result.
* Before a PC makes a Death Saving Throw, on their turn they may share a memory, thought, or dream that passes through their dying character's mind. This allows the player to participate in the game while their character is out of commission. This has a few results:
	+ If the memory/hope is particularly well delivered, the PC may be granted advantage on the following Death Save
	+ If the PC does not provide a memory/hope, the PC rolls their Death Save with disadvantage as they apparently have nothing to live for

### The Offer (Alternate Rule)

* Introduced during The Reign of Emrys
* When The Offer is 'on the table,' any player may use it to gain an advantage or benefit that they would not normally be allowed to do (e.g. gain extra movement, cast a spell that takes an action as a bonus action, etc).
* Once The Offer has been taken, it is 'off the table' and only available to the DM, who can use it to gain an advantage or benefit that they would not normally be allowed to do.
* Once the DM has made use of The Offer, it is 'back on the table' and available for the players to use once more.

### Unique Racial Bonuses

To reflect the background of Ylos, all major races gain a bonus. Kelly is still working on this, but thinks that it's funny that D&D One is doing something kind of similar.

**(Dwarf) We Lift Together.** Your dwarven heritage allows you to aid your comrades when they would fail. When an ally within your sight fails a Saving Throw you may use your Reaction to allow them to reroll. Once you use this ability you cannot use it again until you have had a Long Rest.

**(Human) Never Tell Me the Odds.** You excel at pulling off the impossible. Whenever you have Disadvantage, you can choose to use this ability to roll normally. Once you use this ability you cannot use it again until you have had a Long Rest.

(**Elf)** **Long Lives, Long Memories.** You have a the knowledge of several lifetimes and have forgotten skills that would take a younger race a lifetime to learn. When rolling a Skill that you are not proficient in you may roll a d6 and add the result to your roll. Once you use this ability you cannot use it again until you have had a Long Rest.

**(Halfling) Comfortable Rest.** You're comforted by good food and drink. If you eat or drink during a Short Rest, you roll one additional die for each Hit Die you expend. Once you use this ability you cannot use it again until you have had a Long Rest.

**(Half-Orc) Shrug It Off.** You are used to pain, either among your orcish brethren or from those who fear your heritage. When struck with bludgeoning, piercing, or slashing damage, you may choose to gain resistance to that damage type until the start of your next turn. Once you use this ability you cannot use it again until you have had a Long Rest.

**(Half-Elf) Trained Diplomat.** Your place between the world of humans and elves has given you unique insight into how other cultures operate. When you make a Charisma (Deception) or Charisma (Persuasion) you may gain Advantage on the roll. Once you use this ability you cannot use it again until you have had a Long Rest.

**(Gnome) Zest for Life.** Your connect to the life granted to you by the God of Death is particularly strong. Whenever you make a Death Saving Throw you treat a dice roll of 15 or higher as if you had rolled a natural 20. Once you use this ability you cannot use it again until you have had a Long Rest.

**(Dragonborn)**

**(Tiefling)**

**(Aasimar) Immortal Duty.** You are tasked with a mission from your diety. Until you achieve this goal, you cannot find rest even in death. Any attempts to resurrect you require no material component. If you are above level 10, raise dead and resurrection no longer have a time requirement.

### Racial Feats

#### Lighthanded

**Requirement**: Kender

You gain proficiency in the Sleight of Hand skill. You also gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.

You also have a habit of finding objects that have found their way into your possession through no fault of your own. As an action, you can search your pockets or a similar container you’re carrying and pull out a random object from the table below. This object leaves your possession after 1 hour, though you may find it again on future rolls. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Kender should beware: many of these items have been misplaced by owners who can become strangely belligerent when someone finds their lost items.

**Bonus: Positive Party Borrowing**

If you want to encourage banter and engagement between kender and other players without violating player agency, ask each player for a list of things they don’t mind having borrowed from their inventory. This item list can be given to the DM or the kender player and used to add drama or excitement. Everything not on the list is assumed to be “nailed down” and not-borrowable.

**Passive Sleight of Hand**

Kender are one of the only lineages in all of TTRPGs that provide such a juicy ability to DMs. To provide clues, keys, or needed items, you can check the kender’s Passive sleight of hand and dictate that they have an item on them.

Alternatively, roll sleight of hand for the kender versus the PC’s own Passive Perception to see if they even notice that they’ve acquired something.