House Rules

## Home Rules

A list of rules I use for my game, these involve anything from in creating your character to in game situations.

## Character Creation

**Homebrew**

* If you wish to play something homebrewed, message me first so we can figure it out together.

**Intelligence**

* Any positive modifier in Intelligence grants you a language or a non-skill proficiency, such as a tool proficiency or vehicle proficiency. Conversely, if you have a negative Intelligence modifier, you’ll lose one of those proficiencies, or your ability to read and write a language of your own choice

**Rolling Health**

* When rolling health, if you roll below the average HP stated in the class, you can take the average HP if you wish to do so.

## Gameplay and Combat

**Critical Hits**

* On a natural 20 on an attack roll, you deal double the damage of your dice rolled. If any damage dice are a 1, count them as a 2 for the purpose of a critical hit.
* If you kill a creature with a critical hit, any excess damage on that creature can be transferred to a creature within range of the weapon or spell used that has the same AC or lower.
	+ For melee weapons and melee spell attacks, you may use your movement for free as part of this action to hit creatures of your choosing, meaning you may move 30ft of your movement to reach a creature who is 30ft away and deal this damage to them.
	+ For ranged weapons or ranged spell attacks, these creatures must be within a 10ft line of one another, the creatures affected must be within the maximum range determined by the weapon or spell. If the weapon or spell has the ability to be redirected in some way, you may hit as many creatures as that ability would allow. You may also use your movement to line up this damage.

Stealth Checks

* Stealth checks are not made at the moment that someone decides to be sneaky, they are instead made at any moment when someone could be reasonably be discovered. Such as in cases where someone is sneaking around a building, and a guard comes to investigate the room they are in.

**Natural 1/20s on Initiative**

* On a natural 1 on initiative, you have Disadvantage on your attacks for the first round, being surprised of what's happening.
* On a natural 20 on initiative, you have Advantage on your attacks for the first round, being hyper aware of what's happening.

**Bonus Action Potions**

* Potions can be used as a Bonus Action during combat.

## Setting Rules

**Private Death Rolls**

* When rolling death saving throws, this must be done privately and the results only being known by the DM and player rolling.

**Revivify**

* Bringing a soul back is not a simple task, when using revivify, a series of 3 skill checks must be made to help bring the soul back to its body. The DC starts at 10 in most cases and goes up making it harder if a skill check fails, or goes down making if easier if a skill check succeeds. In the end if it is up to the soul if it wishes to return to life.

**Inspiration**

* Instead of granting advantage to a roll, inspiration allows you to reroll the dice instead.
* At the end of the game, the players and the dm come together and choose to give inspiration to another player.
* Players can only hold one inspiration point at once.
* You gain a inspiration point on a natural 1.