We follow the rules from the Player’s Handbook (PHB) with the following house rules overriding those in the PHB.
Character creation
We’re starting at Level 3. Most races, classes, and options are the same as those in the Player’s Handbook (PHB), with the following exceptions.
The Sea Elf replaces the standard Elf in the PHB.
The Alternate Ranger replaces the standard Ranger in the PHB. As well as the Archetypes in the Alternate Ranger document, Rangers may also use one of the following Archetypes from the Alternate Ranger Expanded document: Bounty Hunter, Buccaneer, Druidic Guardian, Dunestrider, Stargazer, Wrangler.
The Alternate Artificer with the additional features in the Alternate Artificer Expanded is a new class available for use (we’re not using the original Artificer class from the Tasha’s Cauldron of Everything supplement).
The Savant Class with the additional features in the Savant Class Expanded is a new class available for use.
Ask the DM before you finalise any class designs!
Luck Points
- Once a turn, when you fail an attack roll or save, gain 1 Luck point.
- If you already have 5 Luck points and would gain another, instead roll 1d4 and reset your Luck points to the die result.
- Spend Luck points, 1-for-1, to increase the results of rolls you make.
- Alternatively, immediately after you make a check (attack, ability check, or save), you can spend 3 Luck points to reroll a d20.
- In either case, you spend Luck after you roll but before the DM declares whether the roll succeeds or fails.
Overcasting
- If you have depleted your spell slots, you can continue casting spells, but each time you do so, roll 1d6 and consult the Overcasting Effects table, adding the spell level of the slot you are using. For instance, if your wizard is casting a Fireball using a 4th level spell slot, roll 1d6+4.
- A Warlock using this rule may, instead of rolling on the Overcasting Effects table, sacrifice something or someone precious to them in a way which would please their patron. The sacrificed item or object will disappear, although whether it is destroyed outright, or where it goes, is up to the patron. Negotiate these conditions with your DM before casting your spell.
| Roll | Effect |
|---|---|
| 2-4 | No effect. |
| 5-9 | Suffer 1 level of Exhaustion. |
| 10 | Become mute, unable to speak or make any noises, until you take a long rest. |
| 11 | Gain the blinded condition until you take a long rest. |
| 12-13 | Lose knowledge of the spell you were casting. If you attempt to cast, learn, or prepare it again, your mind refuses, sliding away from it. A greater restoration, heal, or wish spell cast on you ends this effect. |
| 14-15 | Immediately lose any remaining spell slots, and lose your ability to regain spell slots after a long rest. The only way you may be able to cast spells while this effect is active is by following the Overcasting rules. A greater restoration, heal, or wish spell cast on you ends this effect. |
Initiative
- Rolling a Natural 20 for Initiative allows you to choose your Initiative score after hearing every other combatant’s Initiative result.
Contact / ‘I Know A Guy’
- At any point, you can describe to the DM a character that your character knows and who may prove useful to the adventure. You control the details of the character, but once they become part of the world, the DM will roleplay them like any other NPC.
Minor Rules
- Health potions always heal their maximum value.
- Stealth is rolled at the moment of possible detection, not beforehand.
- If a creature gets pushed but they are forced to end their movement due to an obstruction, they take 1d4 damage for every 5 feet of movement they would have otherwise moved.
- A falling character takes 1d6 damage per 10 feet fallen, but if 3 or more of the dice result in natural 6s, the character dies upon impact.