House Rules

## Combat

### Initiative

If two players roll the same initiative, they can choose to act simultaneously and work together. If players roll the same initiative as an enemy, the enemy goes last, regardless of dexterity.

### Round Timer - 1:10 Ratio

Players will be given a turn timer - for every second of their turn in-game, they will get 10 seconds irl. For a standard turn this means 60 seconds to make a decision. If a player is under the effects of a spell that causes time to go slower, or them to go faster, this ratio determines the extra time allowed.

Questions regarding enemy position, numbers, land features, or other logistics result in the timer being paused. Spell or game mechanic questions are only allowed an extra minute.

### Critical Hits

When you score a critical hit, instead of rolling the extra dice as usual, add the max number on the extra dice. Eg with a d6 weapon you would do d6 + proficiency + ability modifier + 6 damage.

### Flanking

Instead of advantage from flanking you gain +2 to your attack roll. You must be directly opposite a friendly creature with the target in between you and you do not gain the benefits of flanking if they have a passive perception of 18 or higher, if they have blindsight, or some other way of keeping track of both enemies.

### Last Stand and Death Saves

When you fall to 0 hit points, you fall prone and follow the usual rules, except that you remain semi-conscious and aware of your surroundings. You are still incapacitated, but you have a crawling speed of 5 ft and can speak falteringly, with an audible range of 10 feet. Any skill check you make has disadvantage. You become unconscious if stabilized.

#### Making a Last Stand

At the beginning of your turn, you can choose to make a **Last Stand**. If you chose to do so, you automatically fail 3 death saves, which are applied at the end of your turn. You can then take a normal turn, ignoring all negative conditions on you. You can take an additional failure to either:

* Regain a spell slot of your choice
* Grant yourself advantage for a full action.

If you have three or more death save failures at the end of your turn, you die even if you are not at 0 hp.

#### A Sacrifice beyond Death

If a creature dies with more than 3 failed death saves, those in excess become permanent, even if brought back to life. Part of its soul is yearning for death’s embrace. A creature with three permanent failed death saves cannot be brought back to life by normal means.

#### Death Saves

Death Saves are made with the dice being hidden from all except the DM and the player making them.

### Frightened

If you are frightened, you may have one of three responses - fight, flight or freeze. Roll a d8 - on a 1-2 you are Stunned, on a 3-5 you must move at least half your movement away from the source of fear, and on a 6-8 you must make any and all attacks on the source of the fear. If you cannot make any attacks you must make the full effort to do so on the next turn (eg a fighter moving within melee range, or a spellcaster moving within range of an offensive spell).

## Wild Magic

Wild magic can be caused by many things in Mankhan. This is not an exhaustive list and may be expanded on.

* If you cast *counterspell* on a *counterspell*, it causes a wild magic surge
* If you roll a Natural 1 on your check to use a spell scroll, the scroll is destroyed and it causes a wild magic surge
* Intentionally damaging or destroying a magical item causes a wild magic surge
* When a Wild Magic Sorcerer rolls a wild magic check and succeeds, the chance of a subsequent surge increases by 1

## Resting

**Short Rest** — A short rest is 8 hours of rest, including reading, a lot of sleep, and an hour or two on watch duties.

**Long Rest** — One day of downtime in a safe haven — or more explicitly: two consecutive short rests in a safe haven, between which there is a day when no encounters that threaten the characters. You sleep in town, you spend a day relaxing/socialising/learning, you go back out adventuring the next morning.

A **safe haven** is an environment where characters can rest assured that they don’t need to be on their guard — that threats will not come up, or would be handled by walls, defenses, guards, etc. Towns, fortifications, guarded villas are good. Ruins, huts, or camps in the wilderness are not. This is not just about physical safety, but psychological safety; an environment where vigilance is not necessary. A good rule of thumb is: if you are even thinking about setting up guard shifts or taking turns on watch, you’re almost definitely not in a safe haven. The DM will use judgment here, and also be very clear to players what counts and what doesn’t, outlining these spaces when they become available, and not undermining these spaces too easily.

**Healer's kit** — A player with proficiency in Medicine can spend a use of a Healer's kit. For each use spent this way, 5 minutes go by, and one member of the party can spend any number of hit die (as they would during a short rest) equal to the healer's proficiency bonus.

## **Addiction**

When drugs or other addictive substances are consumed by a creature, the creature will make a saving throw to avoid becoming addicted or heightening their addiction to the drug. However, they don’t have to make a saving throw if the dose they consume is within their addiction level’s feed rate.

Physically addictive drugs require Constitution saving throws, while psychologically addictive drugs require Wisdom saving throws.

### Levels of Addiction

On a failed addiction saving throw, the creature gains 1 level of addiction with that drug. A creature can have addiction levels with more than one drug, and will track each addiction level separately. If the d20 roll for an addiction saving throw is a 1, the saving throw fails, regardless of any modifiers. A greater restoration spell, or similar magic, reduces a creature’s addiction level by 1. When a creature has addiction level 3 with a drug, a creature gains no benefits from consuming that drug except for meeting their feed rate. A creature cannot go higher than addiction level 3.

### Feed Rate

A creature must consume enough doses of a drug to meet their feed rate or it goes into withdrawal from that drug. Consuming doses up to an addiction level’s feed rate does not risk raising the addiction level, and does not require a saving throw. Only consuming doses beyond your feed rate requires a saving throw. Refer to the addiction feed rate in the chart below, treating each week or day separately for feed rate. If consuming a drug causes you to gain a level of addiction, that drug applies against your current feed rate.

 2
 3

For example, if a creature suffering level 2 addiction consumes 1 dose in a day, then they do not require a saving throw and do not go into withdrawal. However, if they consume a 2nd dose in the same day, they must make an addiction saving throw, potentially going to level 3 addiction.

### Withdrawal

Upon gaining this condition, or upon finishing a long rest with this condition while a creature has at least 1 level of addiction, a creature gains 1 level of exhaustion and reduces their addiction level by 1. These levels of exhaustion do not get reduced by finishing a long rest until the creature has reduced their addiction level below 1. Levels of exhaustion from other sources, if the creature has any, can still be reduced by finishing a long rest. The condition ends for a creature if it consumes a dose, and the creature immediately recovers from all levels of exhaustion caused by the condition. However, the creature returns to the level of addiction it had before entering withdrawal. The condition also ends for a creature when their addiction levels and the exhaustion levels caused by this condition are both reduced below 1.