No Tossing Coins Down the Well (5e DnD Lost Lands Setting) (Inactive)

Game Master DM Aumakua


House Rules:

1. Gaining a level
When a character levels up they are granted any additional features as detailed in their class description (i.e., spells, new abilities) but they must have a long rest before being able to use newly gained spells (and spell slots) or daily use abilities.

A character rolls their Hit Die and adds their Constitution modifier to determine new hit points. In certain cases a character may choose to reroll (see Longevity below). The result of the reroll must be used regardless of what the previous result was. Any new hit points gained are added to the character’s maximum hit points but are not added to the character’s current hit point total.

Longevity. This is only used for rerolling hit points when a new level is gained. A character’s Longevity is equal to their permanent Constitution modifier (Longevity is not affected by temporary Constitution modifiers). A character is allowed one reroll per level provided they have Longevity left.

For example: Fred is a 1st lvl Fighter who has 14 Con giving him 2 Longevity points to begin with. At 2nd level Fred rolls a 3 for his new hit points and chooses to use a Longevity point. This now leaves him with 1 Longevity point. Fred now rolls a 2. Since Fred has already used his Longevity point this level he cannot reroll again even though he still has 1 Longevity point remaining. He must use this 2 for his new hit points.
At 3rd lvl Fred regains the ability to reroll his hit points. If he did so he would have no more Longevity points left and would only get new Longevity points if he somehow permanently raised his Constitution to 16 or higher.

2. Long rest

The amount of hit points a character regains following a long rest has been modified to:

At the end of a long rest, a character regains lost hit points numbering half their total Hit Dice (min 1 Hit Die and rounded down). For each Hit Die, the player rolls the die and adds the character’s Constitution modifier to it.

For example: A sixth level character would roll 3 Hit Dice and add their Constitution modifier for each Hit Die rolled following a long rest.

3. Dropping to ‘0’ Hit Points

When a character is reduced to 0 hit points, they gain one level of exhaustion. If you recover and are dropped to zero again, you gain another level of exhaustion. If you roll a 1 on your death saves, you gain another level of exhaustion.

4. Firing into melee

You can hit your friends and unintended targets (with rays or ammunition). When firing into melee through another target (friend or foe), cover bonus is added to the normal fumble threat range of 1. If you roll within that range, you make another attack roll against the target that granted cover.

For example: Barry the Barbarian sees a goblin and moves to engage it in melee. Webster the Wizard is standing directly behind Barry and fires a ranged magic attack at the goblin. Webster must add the half cover bonus of +2 to his normal fumble range of 1. This becomes a fumble chance of 1-3. If Webster rolls a natural 1, 2 or 3 on a d20 he could potentially strike Barry instead of the goblin. Webster must now make an attack roll against Barry's AC.

5. Magic item identification

Identifying a magic item requires an Arcana check depending on the rarity of the item. If you are not proficient in the Arcana skill, you may still attempt the check but suffer disadvantage on this roll.

When using the Identify spell it will grant a +5 bonus as well as advantage on the Arcana roll rather than automatically providing the results.

An Investigation check may also be used in lieu of an Arcana check, but you suffer disadvantage on this Investigation check.

On any failed roll, the character must wait at least 24 hours before attempting a new Arcana or Investigation check to identify the item. A failure with Identify causes the spell component to be lost (i.e., 100 gp pearl).

Common > Arcana DC 10
Uncommon > Arcana DC 15
Rare > Arcana DC 20
Very Rare > Arcana DC 25
Legendary > Arcana DC 30+

6. Spell recovery

All spell casters may choose to spend Hit Die (i.e., Recovery Dice gained during long rests) to recover spells at a cost of 1 Hit Die per spell level. (Example: 1st lvl spell = 1 HD; 2nd lvl spell = 2 HD,etc.)

The spell caster must make a successful DC check (10 + highest spell level recovered) and rest for at least one hour. If check fails the caster can rest another hour and make a reroll. Failure after this causes the caster to lose any Hit Die spent in this manner. Following the failure, no spells may be recovered this way until after the character’s next long rest.

For wizards this is in addition to their Arcane Recovery feature.

7. Creature knowledge

Skills can be used to identify as indicated:

Arcana | DC 15 + CR | aberrations, celestials, constructs, dragons, elementals, fey, fiends, monstrosities, oozes and undead

History | DC 10 + CR | humanoid creatures

Nature | DC 10 + CR | beasts, giants and, plants

Religion | DC 15 + CR | celestials, fiends and undead

Skill checks may be made even if you are not proficient however you will have disadvantage on these checks.

A successful check allows you to remember a bit of useful information about that creature. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Information will be determined by DM.