House Rules

## Race

All races take any ability score increase they gain in their race or subrace and apply it to an ability score of your choice.

All races lose their Alignment "suggestions".

## Feats

**Actor** loses, “when trying to pass yourself off as a different person”.

**Athlete** gains, "You gain proficiency in Athletics or Acrobatics. If you already have proficiency in the one you select, you may double your proficiency bonus for that skill."

**Defensive Duelist** gains, “If the attack is successfully subverted this way, you may make one melee attack against the same creature who attempted to attack you as part of this reaction."

**Durable** gains the "Tough" feat and resistance to poison damage. {Pair with the Feat (Tough) rule}

**Healer** gains, “You may expend a usage of your Healer’s Kit to remove a disease. This process takes an hour.” {Pair with the Spells (*Lesser Restoration*) rule}

**Heavy Armor** **Master** changes, "3" to "your proficiency modifier".

**Inspiring Leader** gains a prerequisite of Charisma 16 and changes it’s temporary hit points bonus to, “Each creature gains your choice of resistance to a damage type of your choice or rolls half their total number of hit dice and gains that many temporary hit points."

**Keen Mind** changes the word “month” to “week”. It also gains, “You have advantage on all saving throws and checks against Illusion spells.”

**Skilled** is banned. {Pair with Feat (Linguist) and Downtime Activity}

**Linguist** is banned. {Pair with Feat (Skilled) and Downtime Activity}

**Tough** is banned. {Pair with Feat (Durable) rule}

## Spells

*Lesser Restoration* no longer cures diseases. Instead, it removes the Stunned condition in addition to the other conditions. {Pair with the Feat (Healer) rule}

*Goodberry* consumes its material component.

*Comprehend Languages* is a 3rd level spell. *Tongues* is a 5th level spell.

*Wind Walk* is banned.

Any spell that mentions requiring “same plane of existence” now requires “same planet”; any spell that allows interplanar travel now allows interplanetary travel instead.

## Potions

You can spend a bonus action to drink any potion or feed one to an incapacitated creature. Or you can spend an action to drink or feed a potion to an incapacitated creature and gain the maximum effect of the potion (e.g., a *potion of healing* gains you 2d4+2 hp for a bonus action or 10 hp for an action).

## Coinage + Lifestyle Expenses

In an effort to streamline gameplay, there will only be gold pieces. Lifestyles are irrelevant; everyone has “Modest”.

## Rest

Short Rests are 8 hours long, Long Rests are 7 days long and you can only gain the effects of a Long Rest on a planet.

## Downtime Activity

The “Training” Downtime Activity is 60 days and can be reduced by a number of days equal to 10 multiplied by your Intelligence modifier, to a maximum of 50 days reduced. {Pair with the Keen Mind and Skilled rule}

## Drinking

**Inebriation** (Condition)

When enough liquid courage is imbibed, make a Constitution saving throw or advance one level of inebriation. The DC is equal to the strength score of the drink (typically minimum 10). This is considered a poison effect for the purposes of overcoming resistances and immunities. The effects of inebriation are cumulative. Inebriation can be ended through either a *Greater Restoration* spell or higher magic, or by taking a long rest.

1. Disadvantage on Deception checks; Advantage on Persuasion checks
2. Disadvantage on Ability Checks (except Persuasion); Advantage against Frightened
3. Disadvantage on Saving Throws; Roll Hit Dice and gain temporary hit points for as long as you are inebriated
4. Disadvantage on Attack Rolls; Cannot dash or move more than 10' in the same direction
5. Become Unconscious

1. Movement

Standing up from prone costs 10 feet of movement.

## Skill Checks

Medicine additionally can be used to examine forensic evidence, identify addictive substances, and determine the cause of death. At DM’s discretion, it can also be used to determine the current HP of monsters or fellow party members.

Medicine uses Intelligence; Religion uses Wisdom.

## Group Checks (The Angry GM)

When several characters are trying to accomplish something as a group, the DM can call for a group check. First, the DM determines whether the group will succeed if any member succeeds (i.e., searching) or if the group will fail if any member fails (i.e., stealth). For the first, the group rolls a single check using the highest ability check modifier and proficiency bonus available to any single character, applying any advantage and bonuses from any character (these do not stack). For the second, the group rolls a single check using the lowest ability check modifier and proficiency bonus available to any single character, applying any disadvantage and penalties from any character (these do not stack).

## Diagonals (DMG)

The first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally.

## Flanking

You gain +1 to hit from being adjacent to the target creature when using a melee weapon. If you are flanking (per the DMG rules) the creature, you lose advantage and gain +2 to your attack rolls.

## Two-Weapon Fighting (Fighting Style)

Replacing the text of this fighting style to: “Once per turn, when you make an attack with a light melee weapon you are holding in one hand, you can make one additional attack with a different light melee weapon you are holding in the other. You don't add your ability modifier to the damage of the additional attack unless that modifier is negative.”

## The Critical

Critical hits deal half their max hit dice. (I.E., 2d6+2 on a crit becomes 2d6+2d6+2 normally. Changes to 12+2d6+2)

## Death/Dying

If a creature drops to 0 hit points and then returns to 1 hit point by any means, they gain one level of Exhaustion (PHB 291).

## Resurrection - The Fading Spirit

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, the DM rolls a Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world).

Upon a successful resurrection check, the character's soul (should it be willing) will be returned to the body, and the spell succeeded. On a failed check, the soul does not return and the character is lost. Only the strongest of magical incantations can bypass this resurrection check, in the form of the *True Resurrection* or *Wish* spells. These spells can also restore a character to life who was lost due to a failed resurrection spell.

If a spell with a casting time of 1 action is used to attempt to restore life (via the *Revivify* spell or similar effects), the character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.