House Rules   Posted by GM.Group: 0
 GM, 17 posts
Fri 13 Nov 2020
at 23:34
House Rules
ST inspiration can be earned by posting regularly, posts of spectacular quality, and/or "leaning into" (roleplaying well) a failed roll.

PC Inspiration is earned per 25 posts.

Rapid Quaffing: Change the time required to pull free and quaff a potion from one action to one reaction or one bonus action. This enables many classes, especially more melee/combat focused classes, the ability to down a healing potion or enhancing liquid without sacrificing their entire round of attacks. Administering a potion to an unconscious character will cost a character their movement or require an action if they have to move to reach another character. Donít forget: enemies can also drink their potions as quickly!

Arduous Rally: The stout members of the Slayer's Take have learned how to push their bodies and minds beyond what is normal. They may spend 5 minutes to rally their resolve in the face of coming peril, the adrenaline fueling their need to push on. The party benefits from the completion of a full Short Rest. The second time Arduous Rally is used in a day is more works as normal but all healing gained by spending hit dice is halved, and all rallying characters suffer 1 point of exhaustion.

More details on exhaustion;

Exhaustion 5E
Exhaustion is a condition as devastating as it is rare. So few effects actually apply exhaustion; itís typically just a result of staying up for too long, walking too far, or staying in really awful weather effects for too long. There is a class ability that applies exhaustion as well; the Berserkerís Frenzy. So, if youíre preparing to trek through a desert or tundra, itís recommended that you consider the exhaustion rulesÖ and maybe bring a few sleeping bags, just for safety!

Levels of Exhaustion
Whenever a PC gains exhaustion, they gain it in levels. There are 6 total levels of exhaustion. A character with more than one level of exhaustion gains all lower level effects. You can get more than one level of exhaustion per exhaustion-inducing effect, if the effect is potent enough.

Level 1
At level 1, you have disadvantage on ability checks. These are just for skill checks and stuff, but this is already pretty devastating. Youíre winded and out-of breath, unable to even attempt to roll knowledge checks at full capacity. Thankfully, this has minimal effects in combat, so you can comfortably take 1 level of exhaustion without ruining your ability to kill others. Thatís great news for the Frenzy Barbarian, though theyíll have trouble opening doors afterwards.

Level 2
At level 2, your speed is halved. Now, youíre starting to take problematic penalties. Youíre slower to move around or travel. If youíre a melee character, your day is basically over. Not having access to your full movement speed is absolutely crippling to combat. Try to use a ranged weapon to avoid this penalty.

Thankfully, in most cases, you can kind of ignore this during travel. You should have a mount or carriage of some sort to carry you. So, your travel capabilities only get hampered if youíre on foot.

Level 3
At level 3, you get disadvantage on attack rolls and saving throws. Now itís pretty difficult to ignore the penalties. You still can, if youíre a DC-based caster, but youíre opening yourself up to awful saving throws. And if youíre a non-caster, then youíre officially much, much less useful in combat. You either need to find a way to get advantage (ASAP), or you need to rest.

Level 4
At level 4, your maximum HP is halved. Nothing can ignore this. Try as you might to avoid getting hit, you take damage often in 5E. Now, any damage you take is basically doubled. Thatís devastating! Youíll get downed all the time. Itís critical that you avoid the frontlines of combat, and get rest. Thereís no more delaying that, because the next level will be deadly.

Level 5
At level 5, your speed is reduced to 0. You literally cannot move. If you have magic cast on you to make you fly or levitate or something, you might be able to ignore this? But realistically, youíre going nowhere. This is a death sentence if applied to the entire party, and even if one character is Exhausted 5, theyíre basically a huge paperweight.

Level 6
At level 6, you are dead. No getting around that. At level 5, you might have been killed in a combat beforehand, but now the elements themselves have claimed you. Plain and simple.

Healing Exhaustion
You can only heal exhaustion after a long rest (at a rate of one level per rest) or with Greater Restoration. Thatís it. 8 hours of sleep or a fifth-level spell, all to remove one level of exhaustion. Being tired is painful! Greater Restoration also removes curses or ability score drain, supernatural things that literally ebb your life source. Thatís crazy!

Thatís why itís so important to make sure your Exhaustion doesnít get out-of-control. Itís nearly impossible to get rid of, and the effects can be deadly!

Resurrection Rules: Character death can often prove to become a minor inconvenience in some campaigns once the adventuring party reaches a certain level, with spells being available to return fallen comrades from the afterlife with temporary setbacks, robbing a small element of danger and threat to future conflicts and challenges within the story.

To elevate the gravity of character death, I have introduced the below rules, when a character returns from death, the player must choose between "Taxing Return" or "Didn't Come Back Right" to represents the "cost" for the character's fight to return to the lands of the living. Revivify is the only "loop hole" in these rules. Because of the shortened timeframe of the character's death, Revivify can be used to yack the character back into the world of the living without ill effects.

This resurrection rule set is designed to add an element of party roleplaying and narrative to the resurrection attempt, as well as the creeping threat of permanent death to a character. Any of the following DC modifiers are easily adjusted to fit your campaign needs.

If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. 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 to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

Resurrection Check: 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 soulís 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 playerís 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.

1.  A Taxing Return: Every time a character is restored to life, the process corrodes a fraction of their vitality, slowly consuming the body until it can no longer sustain life. Each time a character is brought back to life via a spell or ritual, that character suffers a permanent loss of 1 point of their Constitution ability score. This loss cannot be restored outside of a carefully worded wish spell. Use of the spell true resurrection to restore a character does not impose this loss of Constitution. Characters that reach a Constitution ability score of 0 are permanently dead and cannot be resurrected.

2a.  Didnít Come Back Right: The process of dying and being pulled back into your body is a harrowing experience. The magic itself pulls you from beyond the dark veil of death, taking its toll on your body and psyche each time, leaving you less and less the person you were. When a character is brought back to life via magic, that character must make a Wisdom saving throw, DC (22- level of the magic used to return the character to life).

A failure on this check inflicts long term madness, except that the duration is measured in days rather than hours. A lesser restoration or remove curse will alleviate the madness itself, though it returns any time that character drops to 0 hit points or awakens from sleep, until its full duration has expired.

2b.  Didnít Come Back Right (advanced): This option is for players who have come back more than three times who have additionally failed their Wisdom saving throw upon being brought back to life, they have brought something else back with them. Any subsequent deaths bring the character into conflict with the being which shares their form.

A greater restoration spell can temporarily suppress the being, with it returning anytime that character drops to 0 hit points.

Multi-Spell: At 8th level through intense focus, training, and dedication, all spellcasters have harnessed the techniques of rapid spellcasting. They are no longer limited to only one non-cantrip spell per turn. However, should they cast two or more spells in a single turn, only one of them can be of 3rd level or higher. This will allow spellcasting classes more options to aid themselves and the party at higher levels without a comparably sluggish per-round ability set, spending their solitary action on a bonus action spell. This would also apply to enemy spellcasters, leading to additional chaos and challenges.

This message was last edited by the GM at 23:01, Wed 18 Nov 2020.