New Round, New Initiative
Luck and chance play a role in the ever-shifting fortunes of a battle. Every round we roll initiative, so the order of combat changes all the time.
Five Seconds to Decide
When your initiative number comes up, be ready to act. Once your number is called, you have five seconds to do something or your character will lose the opportunity due to indecision.
Drawing a weapon and dropping a weapon are considered free actions, but safely stowing a weapon is considered a bonus action as is picking one up that is lying around.
On your attack roll, if you roll a 1, you not only miss your target but you also lose any further actions and automatically go last in the next initiative.
When firing into a melee, roll to hit as normal but also roll a die to determine which combatant is the recipient of the attack.
Example: A human is fighting 3 orcs, so each combatant has a 1 in 4 chance of being hit (assuming the attack roll is high enough) – determined randomly by d4.
Size also matters: larger combatants are more likely to be hit than smaller ones.
Example: two human rangers (size medium) are fighting an ogre (size large). Roll d4: a result of 1 or 2 hits either human, 3-4 hits the ogre.
* The Sharpshooter feat bypasses this house rule.
Rangers gain Advantage to attack rolls against their favoured enemy, in addition to PHB rules.
Six-Sider Said It
Generally, if you say something, your character said it. If you say something potentially embarrassing that you wish you hadn’t, roll d6 and, if you get a 6, your character said it out loud, no take-backs.
- All corporeal undead have Resistance to Necrotic damage and all non-corporeal undead Immunity to the same because their very existence is made possible by the Negative Material Plane, the source of all necrosis. The difference is that non-corporeal undead (eg. Shadows, Wraiths, Ghosts) have no physical mass to damage and are made of pure Negative energy.
- Mindless undead, such as skeletons and zombies, are immune to magical sleep, charms or fear effects.
- Zombies always lose initiative, owing to their sluggish speed.
- Skeletons have Resistance to Piercing and Slashing damage, owing to their lack of flesh or internal organs, but the brittle nature of their bones makes them Vulnerable to Bludgeoning damage.
Dwarves fear bodies of water because they naturally sink. Exceptional dwarves (such as Player Characters) may be able to swim but only if they have Athletics proficiency.
Dwarves Distrust Magic
Like barbarians, dwarves view non-divine magic as suspicious, at best. There are no NPC dwarf Wizards, Warlocks or Sorcerers.
There is no such thing. Elves live in simple tribes in the Feywild and know nothing of metalworking. Dwarven Chain and Gnomish Chain are equivalent.