House Rules

Here are some of the carefully considered house rules that are active in our current campaign.


Your negative HP limit is equal to your Constitution score.
Special call signs when speaking a different language.
Six second rule – you have 6 seconds after the previous person / enemy to call your move and roll your dice when necessary. Failure to do so causes your PC to take the dodge action and end their turn.
Dice rolling must be on the table. Unless it’s the encounter dice (massive metal dice that causes havoc when rolled). Dice rolled (accidentally or not) off the table come at a cost of roughly 5XP per dice.

Before any encounter, a random party member will be chosen to roll the encounter dice adding their Charisma modifier to it. Halfling’s Lucky ability can be used here. Rolling a 20 counts as 25 and rolling a 1 counts as -5
30 – Lucky, even more than a halfling on a good day. Encounter roughly halved (but full XP) – Half of the enemies are sleeping while the rest are washing up, repairing their armour
25 – Significant advantage in the encounter – you know the trader
20 – Some advantage – 10% of the enemies are missing (will return at a later stage)
15 – Slight advantage – A kobolt is unarmed, a has already used one of the powers
10 – No change
5 – Slight disadvantage – One of the kobolts is a mage and another is actually a trained rogue
0 – Some disadvantage – the only person that can help doesn’t like one of your party members or their race.
-5 – Significant disadvantage – 8 orc shamans instead of the 4 you anticipated
-10 – TPK


After each significant encounter a treasure roll (D20 + Charisma modifier) may be randomly allocated to one or more party members. Halfling Lucky ability is valid for this roll.
30 – very rare magic items
25 – rare magic items
20 – uncommon magic items
15 – common potions, scrolls or basic weapons, armour,
10 – a gold or two, ammo or basic items
5 – additional silver or mundane items
0 or less – no additional treasure

Legendary and Artifacts can not be randomly generated. These can only be uncovered by doing extensive research and going on lengthy quests.

Bonus XP

Role play (various reasons).
Directly assisting in aiding an ally in successfully hitting a creature that they would. otherwise miss. E.g. using a spell to enhance their chance to hit or using the help action.
Similarly the directly helping an ally to hit an enemy, you can also gain bonus XP from directly protecting your allies. E.g. Causing an enemy to miss by imposing a disadvantage on their next attack. This is limited to only once per day per ally.

Loss of XP for power gaming or assisting in a situation which you are not part of or can not understand (languages).


Spell casting classes have roughly 50% of their spells randomly determined.
Spell lists spells for classes such as Cleric, Druid and Wizard are also limited and randomly determined. The rest need to be researched/discovered.
Cantrips casts per day is limited to your casting ability score per day (Wisdom or 16, means 16 times between rests). After a short or long rest you gain all of them back.


Medicine: Using a healers kit can heal a creature during a short rest, by beating a DC of 10 (+1 HP). For every additional 5 DC acceding 10, a further +1 can be healed to a maximum of characters Constitution modifier. Using the healer kit in this way exhausts 1 use per HP gained.

Thieves’ Tools: 10 uses (similar to healers kit) On a failure by 5 or more one of the uses is used up.

House Rules

Arana's ascension and Baldur's Gate Grisha