# <font size=3><div class="lheading">House Rules</div></font> > [!grid|col-2] > >[!cite] ### Critical Hit > >- When a creature rolls a natural 20, their damage becomes their roll plus the maximum damage the hit can do. > > >[!cite] ### Grappling > >- If you attempt to escape a grapple, you become the 'attacker', and can meet their athletics roll to escape. > > >[!cite] ### Flanking > >- Extra +1 to your attack rolls for every creature attacking the same creature you are, regardless of positioning. > > >[!cite] ### 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 > > >[!cite] ### Potion on Bonus Action > >- Potions (and similar consumables up to the DM's discretion) can be consumed on a bonus action. > >- It takes an action to feed the potion to another creature. > > >[!cite] ### Short Rests > >- 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. > > >[!cite|span-2] ### Feat & ASI on Level Up > >- 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) ## Health Potions |Potion|Rarity|Cost|Healing| |:-:|:-:|:-:|:-:| |Potion of Healing|Common|50gp|2d4 + 2| |Potion of Greater Healing|Uncommon|100gp|4d4 + 4| |Potion of Super Healing|Rare|500gp|8d4 + 8| |Potion of Supreme Healing|Very Rare|5000gp|10d4 + 20| ## Encumberance 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: >[!cite|no-title] >If you carry weight in excess of _**5 times your Strength score**_, you are encumbered, which means your speed drops by 10 feet. >[!cite|no-title] >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. >[!cite|no-title] >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. ## Falling >[!cite] ### 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. > > - 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. > > - 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. >[!cite] ### 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). > > - If a creature takes damage while holding onto the edge, they must make a Concentration check to hold on (as in spell concentration). >[!cite] ### Falling into water >When falling into water from: > > - 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. > - 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. > - 130ft or more: Treat as though falling onto a hard surface. >[!cite] ### 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.