House Rules
Potion Use
- Action – Automatically heal for maximum efficiency (ex. 1d8 = 8 healing every time)
- Bonus Action – Roll healing normally (ex. 1d8 = roll a d8 die and that is the healing received)
- Giving potion to someone else – You spend an action, and the person receiving must roll
Critical Hits
On Crit, you deal the maximum possible damage + reroll the highest hit dice.
For example: attacking with a sword while having a +3 modifier from stats/features/etc. would be 1d8+3. That then becomes 1d8 + 11 damage. The breakdown is: One roll of the d8 + max roll of all dice (1d8 = 8) + initial bonus (3)
Another example: Attacking with an elemental sword that deals additional element damage: Usually 1d8 + 1d4 + 3. This becomes 1d8 + 14 damage. The breakdown is: One roll of the d8 + max roll of all dice (1d8 + 1d4 = 12) + initial bonus (3)
Switching Weapons
You can switch your equipped weapon at the beginning of your turn without using an action, as long as it is in your inventory and you do not have a movement debuff.
Healing
Possible feature, will likely only be used during travel:
- Hit dice can’t be used during a short rest
- Hit dice can be used on a long rest
- Healing fully over a long rest only occurs if the individual received magical healing the day before