House Rules

  • I do not allow PvP to be done unless both or all parties involved give an enthusiastic approval and understand that there could be consequences for your character.

  • I have long run games with the option of seducing someone with the idea of a night spent together. I have no issue with this, but all encounters of this kind are Fade-To-Black. This is non-negotiable.

    If you wish to seduce someone through, charm, wit, and conversation, we can do that, but there is no discussion about sexual acts and the encounter will be fade to black.

  • This rule is non-negotiable. All charming magic used to, “seduce” fails and your spell slot is used.

    You will receive one warning before being removed. There will be no SA at my table.

  • I run the splitting of loot to be as equal as possible. Magic Items go to the person who can make the best use of it, not exclusively to the PC that found it. I also run gold loot to be split between party members as equally as possible unless the party, through an open discussion, agrees to put it in a party fund or decides all the money goes to one party member.

  • In my games, martials and half casters like Paladins and Rangers get access to the 5e Battlemaster Maneuvers, choosing one every time you would get a feat(4 levels), and can use these the same was as battlemaster fighters can. You gain a superiority die every fourth level as well, and can use your battlemaster maneuvers the same was the battlemaster subclass uses them.

    Martials base Superiority Die is 1d6-1d10 by 20th Level, and the superiority die are restored over a short rest.

  • Over the past few years, I have designed a system that enables martials to be able to be far more effective in combat.

    Martial Chracters or those who use melee or ranged weapons can choose a number of unique abilities and actions on their level ups that enable called shots that have direct and powerful effects.

    In order to use a Called Shot, you state you wish to use one before you make your attack, and can make one called shot per round. You must bypass the enemies AC by 5 to enable the called shot. Failing to bypass the AC by five does NOT use up your Called Shot for the round.

    The enemy might make a save or check against your Called Shot DC, which is as follows depending on what edition is being played.

    5e - 8 + Proficiency Bonus + Strength Mod or Dexterity Mod, depending on the specific called shot.

    3.5e - 10+Strength Mod + Dexterity Mod, including both as part of the called shot DC.

  • I allow players to make more skill checks during combat to better assess the party’s situation and the threat level of the environment or enemy the group is fighting. You can request to make skill checks during combat without using up your normal actions available.

  • In these shorter campaigns that will be run, lone wolf behavior or behavior that threatens party safety will be handled more quickly. If you’re going to play one of these campaigns, we need to be sure that the party is able to progress and accomplish their goal.

    Individuality is great, so is being strong on your own, but do make a character that is willing to participate with the group and willing to pursue the common goal and mission the party chooses to pursue. This cuts down on solo runs that may take far more time away from the whole group. Your character will get a chance to shine and show off their talents, let’s just work together to make that happen instead of lone detours.

  • I allow the use of homebrew magic items, and have a small magic item compendium of my own making. Custom magic items, crafting magic items, and commissioning magic items is far more accessible in these campaigns. I also have a modified magic item creation system that will be used by characters that are crafters.

  • I allow all officially published 5e classes and subclasses, with no nerfs or bans. This includes the Artificer and Bloodhunter, but I do not allow homebrew classes or subclasses that are not officially published material for D&D 5e(2014).

  • I run a lot of the skills found in 5e and attempt to make them more useful alongside their normal uses.

    History checks give more results and can be rolled more often for more varied uses.

    Religion checks will be far more common in both of my established settings. Both have a heavy presence of divinity, and investing in Religion will pay off far more in these campaigns.

  • I love when players are exceptionally powerful, so you don’t need to worry about being denied powerful combinations. I aim to make you powerful, so please go crazy with your character creation.