House Rules

These are the additional rules that are added to the Gone Rollin Campaign.

## **Spell Scroll Casting**

Any creature which can read the language of a written spell scroll and isn't prevented from casting a spell may cast magic from a spell scroll. Additionally this creature must follow all the rules of a traditional caster when using the spell scroll, such as having a free hand.

If a spell requires a material component of a specific gold cost so does the scroll version of the spell.

If the spell being cast is of a higher level than capable of the caster or doesn't belong to the spell list of the caster's class then there is a chance a **Magic Disruption** will occur.

## **Reaction: Take The Hit**

As a rection, you may choose to take the damage of a targeted attack aimed at another creature within 5ft of you. If you do you forgo any saving throw and the damage is converted into a type which you are neither resistant nor immune to. (This is for balancing reason of course)

## **Greater Familiar Contract**

A player can gain a familiar so long as the creature is willing and doesn't share a creature type with the master. It's impossible to form a familiar contract with **player characters** or a creature which is immune to magic.

In order to form a greater familiar contract the master and familiar must preform a ritual specific to the creature type of the target creature. This process consumes an amount of materials worth 10 gold + 10 gold for ever CR rank above 0 of the target creature. This process must be repeated to resummon a familiar that has died.

Upon completion the familiar can only truly die if the player does or if the bond is broken. Once the master dies the contract is broken.

Once a creature is a familiar it retains its creature type but gains the additional type of "familiar".

Your familiar's CR can not be higher than your level.

This familiar follows all rules of the find familiar spell except for attacking.

**Greater Familiar Attack**: You may use your action to command the creature to attack using one of attacks on its stat block.

## **Firearms Rules**

The following rules are used when attacking with a firearm.

* **Reload** (Altered, replaces loading) - The weapon can be fired a number of times equal to its reload score before you must spend an attack or half your movement to reload it. You must have one free hand to reload.
* **Jammed** - If you make an attack roll with a firearm and you roll a 1 the weapon is rendered **Jammed** and you must expend a bonus action to unjam the weapon. The attack fails and you deal no damage.
* **Overheat** - For every attack you make with a firearm in a round of combat after the first attack you must roll on the table below.

Overheat Table
 06-25
 26-55
 56-80
 81-100

## **Magic Disruption**

This is a magical effect which occurs in the realm of Hytheia when an error in magic occurs.

When there is a chance of **Magical Disruption** the following table is used.

Chance of Magical Disruption
 07-09
 10-12

## **Improved Healing Potions**

When using a healing potion a character has two choices of how to use the healing potion on themselves.

1. As an action you forgo the roll for healing and instead receive the maximum healing possible.
2. As a bonus action follow the normal rules of healing with a potion.

It takes an action to feed a healing potion to another creature. The healing of this action is rolled for as well.

## **Death Saves and Actions**

When you would make a death save you may choose to forgo that death save and instead choose to use an action or bonus action. If you do so, after the result of your action or bonus action, you roll 1d6 and subtract your constitution modifier from the total. You lose that many death saves.

## **Short Rest Identify**

During a short rest you may identify a magic item so long as you are proficient in the *Arcana skill.* This task is considered light activity when done so over an hour.

## **Ritual Spell Casting With Ritual Sites**

Any time a spell requires a material component, regardless of price, the component can be replaced with an altar or ritual site of equivalent significance.

The significance is decided by the DM but traditionally the higher level the spell the more significant the ritual site.

## **Copying Spells Not On Your List**

Sub-class which make use of a repository of spells, such as a spell book or spell tome may copy spells into their book outside of their subclass. However this unique process requires the following.

* For each level of the spell, the process takes an additional 2 hours and 20 gold added to the normal costs of copying a spell.
* You must have someone who can cast that spell working with you for at least the first half of the process.

## **Falling**

There is no natural maximum fall damage in the realm of Hythea. 10,000 feet of falling means 1,000 d6 of damage.

A player normally plummets 500 feet a turn.

When a player is about to fall more than 20ft they can choose to fall immediately or fall at the start of their next turn.

## **Quick Clarifications**

These are minor clarifications to existing D&D rules or small rulings which are important.

* If you use your bonus action to cast a leveled spell you can't cast another leveled spell this turn, except if it's a reaction spell.
* Anytime you make a ranged attack and a hostile enemy is within 5ft of you, your ranged attack is rolled at disadvantage.
* You must have one completely free hand to cast spells requiring a somatic component. (Exceptions may apply in certain situations. As DM)