House Rules

The following optional variant rules are to be used in this campaign. If there is something speific you would like to use and I have not included here please discuss with me directly.

Inspiration (PHB 124)
Inspiration will be used as per the PHB page 124. At the beginning of each gaming session the DM will roll 2d4 to determine the number of inspiration points available in that session. The DM MAY but is not REQUIRED to award the inspiration points during that session. Inspiration points may be gifted to other players. NOTE: Characters can choose to use Inspiration after they have made their first roll knowing that failed they do not have to chose to use inspiration at before making their initial role.

Variants: Slower HP Recovery (DMG 267)
Long rests do not restore hit points. Instead you can spend hit dice like it’s a short rest. That way it should be at least a 2-3 days to get healed up if you are tapped out and don’t have magic to speed it along. Still fantasy hero, but a bit more believable.

Variants: Injuries (DMG 272)
If you are significantly hurt (Takes a Critical). DM Rolls percentile dice (50% chance that you sustain an injury). DM rolls on the Lingering Injuries table. This could become debilitating, DM reserves the right to alter the injuries or reasons people get them if needed.

Variants: Healers Kit Dependency (Modified)
A character can't spend any Hit Dice after finishing a short or long rest to recover from injury- UNLESS - 1. They are treated with a use of a healers kit, OR 2. They are tended by someone with the medicine skill or healing feat OR 3. They receive some form of magical healing.

Variant Human Traits (PHB Pg 31)
Humans can roll characters normally or use the Variant Human traits per page 31 PHB. Increase 2 Ability Scores by 1 point each and gain one proficiency, and gain one feat.