# GENERAL RULES
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>#### [[Rules|Back to Rules]]
>[!cite]+ Outline
>1. [[General Rules#Cover|Cover]]
>2. [[General Rules#Critical Hit|Critical Hit]]
>3. [[General Rules#Encumberance|Encumberance]]
>4. [[General Rules#Falling|Falling]]
> i. [[General Rules#Damage|Damage]]
> ii. [[General Rules#Edge of a cliff|Edge of a cliff]]
> iii. [[General Rules#Falling into water|Falling into water]]
> iv. [[General Rules#Teleporting during a fall|Teleporting during a fall]]
>5. [[General Rules#Feat & ASI on Level Up|Feat & ASI on Level Up]]
>6. [[General Rules#Flanking|Flanking]]
>7. [[General Rules#Grappling|Grappling]]
> i. [[General Rules#Grapple as Opportunity|Grapple as Opportunity]]
>8. [[General Rules#Health Potions|Health Potions]]
> i. [[General Rules#Potion on Bonus Action|Potion on Bonus Action]]
>9. [[General Rules#Movement|Movement]]
> i. [[General Rules#Climbing, Swimming, Crawling|Climbing, Swimming, Crawling]]
> ii. [[General Rules#Jumping|Jumping]]
> iia. [[General Rules#High Jumping|High Jumping]]
> iib. [[General Rules#Long Jumping|Long Jumping]]
>10. [[General Rules#Short Rests|Short Rests]]
>11. [[General Rules#Shove|Shove]]
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## Cover
##### Rules as Written
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three--quarters cover, the target has three--quarters cover.
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>A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
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>A target with three--quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three--quarters cover if about three--quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
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>A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
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## Critical Hit
##### House Rule
When a creature rolls a natural 20, their damage becomes their roll plus the maximum damage the hit can do.
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## Encumberance
##### House Rule
Generally, I'm not going to be pedantic with calculating weight etc for determining your carrying capacities etc. However, I will set a loose limit that'll be on a case by case basis on what I think your character can't/shouldn't be able to carry. In the case that there is heavy disagreement, we'll use the variant encumberance rules as follows:
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>If you carry weight in excess of _**5 times your Strength score**_, you are encumbered, which means your speed drops by 10 feet.
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>If you carry weight in excess of _**10 times your Strength score**_, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
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>If you carry weight in excess of _**15 times your Strength score**_, up to your maximum carrying capacity, you are instead very heavily encumbered, which means your speed drops to 0 feet and you have auto fail on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
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## Falling
##### House Rule
### Damage
At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 60d6, and becomes prone.
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>If a fall is 70ft or less, the creature instantly moves to the surface at the bottom of the fall and takes the falling damage.
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>If a fall is greater than 70ft, the creature instantly moves 70ft down and is ‘falling’. A falling creature moves 430ft down at the beginning of their next turn, and 1000ft/turn after that until the fall ends.
### Edge of a cliff
If the fall occurs at the edge of something (a cliff, building, etc.), the creature has the ability to use their Reaction to make an Acrobatics check to hold onto the edge (DC determined by DM based on situational conditions). If they fail the check, they move 70ft down and are ‘falling’. If they succeed the check, they become prone and can use an action to attempt an Athletics check to climb back to the top (DC determined by DM).
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>If a creature takes damage while holding onto the edge, they must make a Concentration check to hold on (as in spell concentration).
### Falling into water
When falling into water from:
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>40ft or less: Creature may use a reaction to make an acrobatics check (usually DC 12, but up to DM). Upon success, the creature takes no damage. Failure results in half damage from the fall.
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>More than 40ft but less than 130ft: Creature may use a reaction to make an acrobatics check (usually DC 14, but up to DM). Upon success, a creature takes half damage from the fall. Upon failure, they take full damage.
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>130ft or more: Treat as though falling onto a hard surface.
### Teleporting during a fall
Teleporting during a fall does not change the momentum of the fall, and the creature takes damage based on the distance already fallen. Example: a wizard falls off a cliff 530ft tall and uses misty step to teleport to the surface after they fall the initial 500ft. They take 500ft worth of falling damage.
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## Feat & ASI on Level Up
##### House Rule
When you level up on ASI levels, you can get both an ASI and a Feat of your choice. Unless you're a fighter, in which cause you only get to pick one or the other except on typical ASI levels (levels 4, 8, 12, 16, 20 or whatever they are)
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## Flanking
##### House Rule
Extra +1 to your attack rolls for every creature attacking the same creature you are, regardless of positioning.
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## Grappling
##### House Rule
If you attempt to escape a grapple, you become the 'attacker', and can meet their athletics roll to escape.
### Grapple as Opportunity
You can choose to instead use the [[RAW Rules#Grapple\|Grapple]] or [[RAW Rules#Shove\|Shove]] action instead of the attack action as a part of your opportunity attack
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## Health Potions
##### House Rule
|Star|Potion|Cost|Healing|
|-|-|-|-|-|
|✦|Potion of Healing|50gp|2d4 + 2|
|✦ ✦|Potion of Greater Healing|100gp|4d4 + 4|
|✦ ✦ ✦|Potion of Super Healing|500gp|8d4 + 8|
|✦ ✦ ✦ ✦|Potion of Supreme Healing|5000gp|10d4 + 20|
### Potion on Bonus Action
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>Potions (and similar consumables up to the DM's discretion) can be consumed on a bonus action.
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>It takes an action to feed the potion to another creature.
---
## Movement
### Climbing, Swimming, Crawling
##### Rules as Written
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed.
At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
### Jumping
##### Rules as Written
#### High Jumping
When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
#### Long Jumping
When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
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## Short Rests
##### House Rule
- Short rests are instead 10 minutes long, and function the same as usual otherwise.
- Players can have a max of 3 short rests before requiring a long rest.
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## Shove
##### House Rule
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach.
Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
If you win the contest, you either knock the target prone or push it 5 feet away from you.