House Rules

## Homebrew Rulings

### Falling Damage

We're going to go with a homebrew mechanic for falling damage. 3.5e allowed tumbling to decrease damage done when falling, the more trained you were in rolling with the fall, the less damage you would take.

Roll Acrobatics. Decrease falling distance by an amount equal to the Result / 2.

*Example 1:* If Tom falls 20 feet, they can roll Acrobatics. If they do and get a 20 as a result, then they can subtract 10ft from their fall. So, instead of taking 2d6 damage, they'll take 1d6, still falling prone. *Example 2:* If Tom falls 15ft and they roll a 12 on Acrobatics. This takes the "falling distance" to 9ft. The left over distance in falling is less than 10ft, meaning the character will "stick the landing" and receive no damage

### Booming Blade / Green Flame Blade

Update In the spirit of RAW having unintended consequences, Booming Blade and Green Flame Blade will work with "conjured" weapons that are given no value (ex. Shadowblade, Psychic Blades, etc). These weapons will be assumed to fulfill the cost value for the casting of the spell.

### Failed Merchant

The background of Failed Merchant will grant a 1d6 bonus to Magic Item persuasion / investigation rolls that have failed to reach the DC. This bonus may be applied before other conditional bonuses such as guidance, bardic inspiration, etc.

## Crafting

If you are crafting a mundane item, you can hire a skilled hireling to assist with the crafting. The skilled hireling(s) are able to work with you to take up to half of the crafting time necessary on crafting the item. The cost of hiring a skilled hireling is 10gp/work week that they are working with you

## Selling/Purchasing Magic Items

### Magic Item Purchase

You can flat out purchase common rarity magical items for full price, it is just asked that you Roleplay out purchasing the item. Other magical items will be posted in bizarre-goods-for-sale that are available for purchase without spending downtime.

-> Common = 100gp & Common (Consumable) = 50gp

As part of your downtime you can investigate into the purchase of other magical items of other rarity, up to rare (in Easthallow).

## Learning Tools

Learning Tools occurs in the Trade School, on the outskirts of the city. It is attached to the shelter.

**Tools Available:** Masonry, Blacksmith, Woodworking
More Tools to come.

1. You can learn the tool for free (Training Time 10 - Int Mod Weeks)
	* You apprentice with someone and fulfill orders with the teacher. Proceeds go to the school to pay for internship.
	* You make a weekly check (Tool + Intelligence) [DC: 10] to see if you make the weekly amount required to pay for your apprenticeship
		+ If you get a 1, you extend your apprenticeship by 1 week
		+ If you get a 20, you decrease your apprenticeship by 1 week
		+ Meet the DC, you fulfill your quota for the week
		+ Do NOT meet the DC, you do NOT fulfill your quota for the week and do not make progress in paying off your internship.
		+ You cannot craft any items while working on your internship.
2. Paid learning: 25 gp / week [Per the rules]
3. You can be a teacher there
	* Basic rules from book apply [Charisma Mod indicates minimum number of students you can teach, minimum 1]
	* Pay is based on the number of students and your general score.
		+ 50% of pay gained is used as overhead for using school's facilities and finder's fee.
		+ Weekly pay based on your static score [10 + tool proficiency + Wis Mod + Number of Students]; **You cannot have another job while teaching students.**
		+ All students are considered unpaid assistants for crafting rules.