Misleading's House Rules

## Basic Necessities

**Food.** A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1).. At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

**Water.** A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character has one or more levels of exhaustion, the character takes two levels in either case.

**Larger Waterskin.** The volume of a waterskin has been increased to one gallon from half a gallon. Respectively, when full, it weights 16 pounds.

## Bestowing Magical Effects or Properties

To bestow any magical effect or property on an *enchantable* item, certain requirements, determined by the DM, must be met.

For example, to be able to bestow a *consumable* enchantment of the *light cantrip* on a ring you need to:

1. Have an *enchantable* ring worth at least 20 gp.
2. Be able to naturally cast the *light cantrip*
3. Have 20 cubic inches of Erathis essence available

An *enchantable* item can be given magical effects or properties with varying levels of permanence: consumable (single-use), semi-permanent, and permanent. *Consumable* magical effects or properties disappear after one use. *Semi-permanent* magical effects or properties have a chance to disappear when used. *Permanent* magical effects or properties have the lowest chance to disappear when used.

For example:

* A ring with a *consumable* enchantment of the *light cantrip* can cast the *light* *cantrip* once. Afterwards, it returns to being a regular *enchantable ring*.
* A ring with a *semi-permanent* enchantment of the *light cantrip* can potentially cast the *light cantrip* multiple times. After each cast, a dice is rolled to determine whether or not the enchantment disappears.
* A ring with a *permanent* enchantment of the *light cantrip* can potentially cast the *light cantrip* an unlimited amount of times.

Erathis essence is required to bestow semi-permanent and permanent magical effects or properties. The book value of one cubic inch of Erathis essence is 1 gp. The market value of Erathis essence varies. The following tables show the Erathis essence requirements for creating consumable, semi-permanent, and permanent enchantments:

The time it takes to bestow a magical effect or property on an item depends on the amount of Erathis essence needed. The standard rate of enchantment is 25 cubic inches of Erathis essence per day. Creatures with *Efficient Enchantment* have an increased rate of enchantment. Up to four creatures who are able bestow the same magical effect or property can participate in the process. The new rate of enchantment is the sum of rate of enchantment of each creature.

To succeed on bestowing the magical effect or enchantment, the creature must succeed on an Artificer ability check: 1d20 + proficiency bonus + intelligence modifier. Creatures with the Artificer feat adds triple their proficiency bonus to the roll instead. If multiple creatures participated in the enchantment each creature makes the ability check. If at least one creature succeeds, the magical effect or enchantment is bestowed on the item. The table above shows the DCs of the Artificer ability check for a single magical effect or a single magical property.

To succeed on adding multiple charges, subsequent Artificer ability checks need to be passed. The table above shows the DCs of the Artificer ability checks for each charge adjustment.

To bestow a wand with a *permanent* enchantment of 7 charges of *fireball*, the following Artificer ability checks need to be passed subsequently:

* DC 24 to create a *semi-permanent fireball* with 1 charge
* DC 30 to create a *semi-permanent fireball* with 2 charges
* DC 30 to create a *semi-permanent fireball* with 3 charges
* DC 35 to create a *semi-permanent fireball* with 4 charges
* DC 35 to create a *semi-permanent fireball* with 5 charges
* DC 42 to create a *semi-permanent fireball* with 6 charges
* DC 42 to create a *semi-permanent fireball* with 7 charges

Artificer, Feat - *Prerequisite: the ability to cast at least one spell.*

Skilled at adding magical properties to items: you gain the following benefits:

* Add triple your proficiency bonus to Intelligence checks when trying to create magic items
* **Efficient Enchantment.** The rate at which you add magical effects or properties to *enchantable* items is increased.
	+ At levels 1-4, you progress at 50 cubic inches per day
	+ At levels 5-8, you progress at 75 cubic inches per day
	+ At levels 9-12, you progress at 100 cubic inches per day
	+ At levels 13-16, you progress at 125 cubic inches per day
	+ At levels 17-20, you progress at 150 cubic inches per day

* **Essence Surge.** You gain the ability to cast the *Essence Surge* cantrip.
* **Harvest Essence.** You gain the ability to cast the *Harvest Essence* cantrip.
* You gain a proficiency with any artisan tool of your choice.

Essence Surge; *Transmutation Cantrip;* 1 action; Touch; V, S; Instantaneous. You direct raw magical energy towards an object or creature.

* Used to grant an object the *enchantable* property
* If used agressively against an object or creature, you deal 1 + your spellcasting modifier as force damage against the target

Harvest Essence; *Transmutation Cantrip;* 1 action; 30 ft; V, S; Instantaneous. You gather raw magical energy. The energy can be stored if you have the proper container.

## Creating Enchantable Items

An item must have the *enchantable* property for magical properties or effects to be added to it. An item gains the *enchantable* property when it meets a minimum value requirement, created by someone who is proficient with the proper artisan tool(s), and exposed to Essence Surge for 8 hours a day during the item's creation.

Below is the process to create a longsword that can hold a magical effect of *uncommon* rarity:

1. Raw materials for the longsword costs 50 gp - half of the the final value of the longsword which is 100 gp
2. The longsword must be forged by someone who has proficiency with smith's tools.
3. A longsword valued at 100 gp takes 20 days to forge. Every single day, the longsword-in-creation must be exposed to Essence Surge for 8 hours a day.

The creature who exposes the item to Essence Surge can be the item creator itself or a separate third party. For example, if Goruun is forging the longsword and he knows how to cast Essence Surge, he can forge the *enchantable* longsword by himself. Otherwise, he would need to enlist the help of a creature who could cast Essence Surge while he forges the sword. The third party does not need proficiency with the respective artisan tool(s).

An item without the *enchantable* property cannot have magical properties added to it. An item with a magical effect or property is considered to have the *enchantable* property.

## Darkvision

Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.

Source: PHB p183

## Equipment Sizes

When adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item based on the extent of the alteration required.

Source: PHB p144

## Flanking

Flanking does not confer benefits unless stated by an action's description or an ability's description.

## The Honor System

Collecting dice and physically rolling them for TTRPGs is innately a fun and rewarding experience. The DM and the players may choose to roll physical dice instead of public virtual dice (e.g. Roll20). Players suspected of fudging rolls may be requested (and expected) to roll public virtual dice. Players found to be fudging rolls will lose their privilege to roll physical dice and their character(s) will lose all of their gold (minimum the value of their equipment).

## Injuries

A creature sustains a lingering injury when it takes a critical hit or rolling a natural 1 on a death saving throw. To determine the nature of the injury, roll on the table below. The table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.

 2
 3
 4
 5-7
 8-10
 11-13
 14-16
 17-20

## Heroic Inspiration

Inspiration (not bardic inspiration) can be earned in two ways

1. It is awarded solely by the DM
2. Players unanimously agree to award a player inspiration and the notion is approved by the DM.

Inspiration may be used to:

* Succeed on a saving throw
* Succeed on an ability check
* Automatic critical hit on an attack roll
* Perform actions that would otherwise be impossible

It is up to the DM whether or not Inspiration can be used in a particular situation. The DM also decides what the result is if Inspiration is used.

## Resting

A ***short rest*** is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

A *long rest* is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Source: PHB p186

## Resurrection Rules

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challengeis initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy (DC 5) to medium difficulty (DC 10), where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard (DC 25) or nearly impossible (DC 30) difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

After all contributions are completed, the DM then rolls a single, final 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). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual 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 challenge, 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 ritual.

If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. 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.

For each successful return to life, the DC for subsequent resurrections increases by 1.

Source: http://geekandsundry.com/use-critical-roles-resurrection-rules-in-your-own-campaign/

## Unearthed Arcana

Content from Unearthed Arcana is only allowed at the DM's discretion. If allowed, the DM reserves the right to remove or alter Unearthed Arcana content at any time to prevent or alleviate disruptive play.

## Skills with Different Abilities

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength(Intimidation check, even though Intimidation is normally associated with Charisma.

## Six Second Speech Limit

Each round, each player is only allowed to dedicate six seconds of speech to plan or coordinate with allies. outside of describing their action.or asking.

## Weight

A character can carry up to 15 times their Strength score in pounds.