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 that round. You also roll your next initiative at Disadvantage.
In a melee, everyone is moving unpredictably. Shooting into that is risky. When making a Ranged Attack, if you fail to hit your intended target, you might hit a friend instead.
Roll to-hit as normal; your target is considered to have half cover (+2 AC and Dex saves). If you roll a natural 2, roll another die to see who gets hit besides the intended target.
Example: Two Humans are fighting two Orcs and an Ogre. A Human ally fires at one Orc but rolls a 2, so each of the other four combatants has a 1-in-4 chance of being hit.
Size also matters: larger combatants are more likely to be hit than smaller ones. Add a slot to the threat range for each size difference between combatants (Small or Medium = 1, Large = 2, Huge = 3, Gargantuan = 4) and share the odds proportionately.
So, in the above example, the intended Orc was missed leaving four potential targets, but the Ogre is size L so the threat range expands to five, with the Ogre having a 2-in-5 chance while the rest have only 1.
* The Sharpshooter and Spell Sniper feats bypass 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 they are powered 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, being 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.
- All undead are immune to poison of any kind. However, Holy water has the same effect on the undead as poison does on the living.
The setting is largely medieval and therefore most people are illiterate. Unless you come from an educated Background (such as Noble) or belong to class that requires literacy (Bard, Cleric, Rogue, Warlock or Wizard), it is assumed that you cannot read or write beyond the most rudimentary level.
There is no such thing. Elves live in simple tribes in the Feywild and know nothing of metalworking. Dwarven Chain and Gnomish Chain exist instead and are considered equivalent.