House Rules
This page is dedicated to the explanation of a set of house rules for us to use in the campaign. As discussed during session 0, these are the rules and options we are all comfortable with and will be using for the campaign. As with everything Homebrew for this campaign, these may be subject to change or tweaking as needed or desired.
Flanking And Movement
Threatened Movement
This rule would be tied to the Optional Flaking Rule below. If either are not agreed upon, then neither will be used.
With this movement, any movement through a enemies threatened area greater than 5 feet provokes Opportunity Attacks from the threatening creature. The only way to avoid these attacks is to only move 5 feet with your movement action, and no more, if the square you start in is threatened, or to use the Disengage Action, which functions as normal. This would also extend to movement actions like standing up from prone, which typically require half your movement. Doing so without Disengaging first would provoke Opportunity Attacks.
Flanking
This rule would be tied to the Optional Threatened Movement Rule above. If either are not agreed upon, then neither will be used.
When you and an ally flank a hostile creature, you gain Advantage on Melee Attack Rolls against that creature. In order to be considered to be flanking, a line drawn from the center of your character's area to the center of your ally's area should pass through two opposite sides of the enemy's square(s). A creature using a ranged weapon cannot gain Flanking Advantage, nor be used to provide that Advantage to an ally.
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Health and Dying
Rolling Hit Dice
You have Advantage on rolling hit dice when you level up.
Frailty
Frailty is designed to work much like Exhaustion. In fact, mechanically, it works basically as Exhaustion, just with a few changes.
For all intents and purposes, you treat a Level of Frailty as a Level of Exhaustion. Each Level of Frailty you gain moves you along the Exhaustion levels, slowly increasing the penalties you gain. The Levels of Frailty stack with any levels of Exhaustion you might have to determine the total extent of the penalties you are inflicted with.
Gaining Levels of Frailty
When you fail a Death Saving Throw, you gain a Level of Frailty. If you were to roll a 1 on your Death Saving Throw, you would gain 2 levels of Frailty. This means you could gain up to 2 levels each time you go down, but it is also possible for them to recover without gaining any levels of Frailty if they only succeed or are brought back by healing before they make any failures.
Removing Levels of Frailty
Frailty is a bit easier to remove, however. 1 Level of Frailty is removed every time you take a Short Rest in which you spend at least 1 hit die to recover hp. You must spend at least 1 hit die to remove a level of Frailty. In addition, you can remove all Levels of Frailty automatically at the end of a Long Rest or if your character is restored to their normal maximum hit points. An effect that reduces your hit point maximum would also prevent you from removing all your levels of Frailty this way. You can also remove levels of Frailty through any method that removes levels of Exhaustion.
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OtHer Rules
Initiative Crits & Fumbles
I saw this one online, and it sounded pretty good. Basically, when you roll a Natural 20 or Natural 1 on your Initiative, your character gains Advantage or Disadvantage (respectively) on the first Attack Roll or Ability Check they make, as long as it is before the end of their first turn. This makes Natural 20 Initiatives feel a bit more worthwhile, and a Natural 1 a bit more punishing.
Using Potions
Using a Potion on yourself can be done as a Bonus Action, Using it on another character or creature is still an Action.
This would also extend to a Paladin's Lay on Hands feature; it is a Bonus Action to use on themselves, but an Action to use on others.
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