Campaign House Rules

A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure. Boa Vista is no different, our "house rules," are presented below, for your convenience.

## Spell Versatility

***(applies to Bard, Sorcerer, Warlock, and Ranger)***

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting (or pact magic) feature with another spell from the same spell list.  The new spell must be the same level as the spell you replace.

## Prepared Potions

Players can, before combat, take a moment to prepare a potion to use if they get into a fight. It makes that singular potion able to be used as a bonus action instead of the normal full action. However once it's consumed, any other potion used in combat will take the standard action to use.

## Homebrew Classes:

* Blood Hunter
* Jester Rogue
* Witch
* City Cleric
* Technomancy Wizard

## Guns:

Guns are in this setting, and the table below gives stats to these weapons.

* Guns do piercing damage
* Guns require martial weapon proficiency to use (unless otherwise stated in your class)
* They cannot be modded (outside of class features)
* Guns may not have a damage-increasing bonus, save for the +1, +2, or +3 bonuses
* Ammo can be enchanted, keep in mind they are a consumable
* Ammo can also be Lethal or Non-Lethal (Like Rubber Bullets and Bean Bags). Determined at purchase
* Civilian-Grade Bullets have a misfire chance of 1, so they only misfire on a natural 1.
* 1 Action to clear a jam, guaranteed
* ***Military-Grade Weapons are not available for general purchase (as of yet)***

## Vehicles (Land, Air, & Sea):

* All vehicles use either gas or electric, determined at purchase
* Note: Your PC must have proficiency with the corresponding vehicles to use them properly
* With a week of downtime from a character proficient in the vehicle and tinker's tools, a vehicle can be modified to accommodate Alchemist's Fire as a sort of booster. As an action, the Alchemist's Fire can be injected into the engine, adding 30ft of movement to the vehicle's speed for 10 minutes.

## Called Shots:

* A called shot can target something specifically, like a non-lethal area or like a creature's eyes. Whether this gives a detriment or not is up to the DM.

* Doing a Called Shot gives disadvantage to the attack roll

## Additional Homebrew Features:

* Hacking Tool Skill (Int)
* Damage that is anything other than bludgeoning, piercing, or slashing; those damage types (fire, force, and all the others) are always considered lethal, regardless of the class feature or item that damage is coming from. (Unless that feature or item specifically describes itself as non-lethal.)

## SRD Class Adjustments

* Arcane Archer abilities also pertain to Guns
* Wizards/Witches are able to use their cell phone/tablet as their spellbook. Everything that matters to a spellbook still applies. If their electronic breaks, they would need to replace it as they would if their spellbook got destroyed (which is expensive af).

## Attunement to a Magic Item by Familiars

Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against your items carried and your items attuned.

This doesn’t suggest that such creatures can attune to magic items.  Whether or not a mindless undead creature, for example, can attune to and utilize a magic item is still subject to DM discretion.