House Rules

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Critical Damage

On a natural roll of 20, damage is critical and maxed (per PHB). Player rolls again. If the player rolls another 20, the damage is counted as double max. Player rolls again. If the player rolls a ‘third’ 20, the target is considered to have taken a fatal blow and is killed instantly (0 hit points) regardless of the target’s current hit points. There is no saving throw made against this deadly and extremely rare lucky roll of the die.

Critical Fumble

On a natural roll of 1, the attack automatically misses (per PHB). No half damage is allowed based on daily abilities/attacks. Player rolls again. If the player rolls another 1, in addition to missing the attack, the player loses a turn during the next round. Player rolls again. If the player rolls a ‘third’ 1, the attacker must make a saving throw to determine whether or not the weapon or implement they were using is destroyed. Add a bonus of +1 for every plus of the implement or weapon’s magical enhancements. For example, a +3 Vicious Longsword confers a +3 bonus to the saving throw. If the attacker fails the save, the weapon or implement is considered to have been destroyed by the critical fumble.

If the player is not using a weapon or implement (e.g wizards with spells that do not require an implement), the player rolls a saving throw. If the the players fails his/her saving throw, then the spell reverses itself and does double max damage to the spellcaster. Burst spells and area effects spells automatically hit and can harm (double max damage of the spell) all those nearby—both allies and opponents.

Surprise Rule

The DM determines who might be surprised. Anyone who was unaware of their opponents’ approach or presence is surprised. A creature can be surprised even if its allies aren’t. A creature who is surprised cannot move or take actions until after its first turn in the battle.

Note: When Stealth checks are made during the Surprise Round, the round can effectively end when someone attempting a Stealth check fails. It is assumed their opponents became aware of the approach. As soon as the Stealth fails, everyone rolls for initiative and begins a combat round.

Line of Sight

Characters may not shoot through allies to strike enemy targets. This includes all spell attacks as well.

Active vs. Passive Perception Checks

A player’s Perception check roll may not yield a result lower than their Passive Perception score. If a player rolls a “1”, then his Passive Perception score is also reduced by 5 points.

Sometimes, it benefits the player to roll for Perception checks depending on the situation.

New Bloodied Rule

Living (non-automaton or undead) bloodied creatures suffer a -2 penalty to all skill checks and attack rolls. This penalty lasts until the target is no longer bloodied.

Coup de Grace Rule

When a foe has fallen unconscious, you have a chance to slay the helpless creature outright. You can use your action to perform a coup de grace against an unconscious creature adjacent to you. Doing so requires you to attack that creature. On a hit, the creature drops to 0 hit points. If the creature was already at 0 hit points or fewer, it dies.

Near Death

After sustaining damage that would bring a creature below 0 HP, if brought above 0 hit points, a creature suffers a -5 penalty to all skill rolls and attack modifiers, and is slowed and dazed until it can rest for 24 hours, regardless of how many hit points are recovered. These penalties apply regardless of whether or not potions of healing were used.

Community Statistics for Item Availability

Community Population Item Level Purchase Price (gp) Sale Price (gp)
Thorp, Hamlet, or Village 1 – 200 1 – 5 1,000 200
Small Town 201 – 2,000 6 – 10 5,000 1,000
Large Town 2,001 – 5,000 11 – 15 25,000 5,000
Small City 5,001 – 10,000 16 – 20 125,000 25,000
Large City 10,001 – 25,000 21 – 25 625,000 125,000
Metropolis 25,001 or more 26 – 30 3,125,000 or more 625,000 or 1/5 of the purchase value

The above chart lists the community’s purchase value for available magic items in gold piece.

There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort (DC 10 Streetwise). It is assumed that the buyer spent 1d4 hours per item searching. If an item is not available, a new check to determine if the item has become available can be made in one week.

A community’s sale price value is the most money a shop in the community can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement’s sale limit, they’ll either need to settle for a lower price, travel to a larger community, or (with the GM’s permission) search for a specific buyer in the city with deeper pockets (Skill challenge using Streetwise and Diplomacy). It’s also possible (with the GM’s permission) to find other adventurers to sell items to, but most will either have it, may not afford it, or may not be willing to pay full price for a used or found item.

Items Available by Item Level

1- 5 6 – 10 11 – 15 16 – 20 21 – 25 26 – 30
Thorp, Hamlet, or Village 1d6 * * * * *
Small Town 1d4 1d6 * * * *
Large Town 2d4 1d4 1d6 * * *
Small City 3d4 2d4 1d4 1d6 * *
Large City 4d4 3d4 2d4 1d4 1d6 *
Metropolis 5d4 4d4 3d4 2d4 1d4 1d6

The above chart lists the number of magic items that are available for purchase.

House Rules

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