House Rules

House Rules:
Wounds:


 * Once/day if you would fall unconscious, you may choose to take an injury instead and drop to 1 hp. Injuries may be lasting.

Spell Components:


 * Specialized components can be used for a specialized effect. Players interested in this mechanic should work with the DM.

Fatigue:


 * Falling unconscious and coming back up leads to a DC15 Con check or gain one level of fatigue. Short rest cures one level of fatigue, long resting clears two.

Flashback Preparedness:


 * A player may "remember" that they "brought something with them", as long as it's something they could have brought (bringing a torch or rope is fine, not magical gear or something they never would have considered). This may be used up to (Int modifier) times per adventure

Flanking:


 * Players flanking an enemy have advantage on melee attacks.

Battle Ready:


 * If a player declares their action within 3 seconds of their turn coming up, they get +1 on their next roll.

Crits:


 * On a nat 20, you deal full possible damage, plus 1 die. (so, a d10 turns into 10+1d10)

Retiring and Death:


 * After a character dies or retires, the next character created by that player will gain boons equal to their level.

Travel Rules:
For each "outing", players can take a number of "travel actions" equal to their level, plus 1. Actions include:


 * Moving (see chart):


 * Generally exploring a hex (perception or survival check, forces an encounter)


 * Investigating something in a hex (investigation check, trying to find something specific)


 * Foraging for food (survival check, negates need for rations)


 * Tracking a creature


 * Mapping a hex


 * Scouting for dangers


 * Ensuring the right direction (nature or survival check, someone must do this or risk becoming lost)


 * Clearing a path (prevents the need for checks to go the right direction in the future for one hex)
 * Help another player move farther than their normal limit

Players can take additional actions, but for each they must succeed on a DC 20 CON saving throw or take 1d6 points of damage and gain a level of exhaustion.