House Rules


  • Day to Play

    • Wednesdays preferred, Monday backup

    • At or after 1730 PST

  • Combat

    • Crit (20)

      • Roll again, >AC then auto-kill (bosses are exceptions)

      • Max damage on 1st attack, roll for 2nd

        • Enemies get this also

    • Crit Fail (1)

      • Something unfortunate happens, both for players & for enemies

    • Players may swap initiative rolls before combat starts

    • Flanking:

      1. Per DMG: When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy and each of them has +2 to melee attack rolls.

        1. Draw an imaginary line of both ally square centers - it must pass opposite borders of the opponent's space

  • Potions

    • Drink potions as a bonus action

      • If give to someone, that's your action

      • If you take up your action for it then max potion addition

  • Hero Points

    • Start with 5

    • When I give you inspiration but you already have inspiration you earn a hero point

    • Players can use them to add 1d6 to:

      • Attack roll

      • Ability Check

      • Saving Throw

      • Death Saving Throw

  • Attunement

    • You can only be attuned to 3 items at a time

    • Depending on item rarity, I may require attunement to involve something in addition to just having the item for an extended period of time

  • Eating

    1. Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats (at least 1 meal of any size in the day) and drinks (any amount, at least once in the day).

    2. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

  • Past Rulings:

    • Surprise Attack

      • 5e Surprise is based on attacker(s) being unseen and target(s) being unsuspecting. Being unseen allows an attacker to attack with advantage. Surprise does not directly allow advantage on an attack, but being unseen does.

      • Everyone rolls initiative, “surprised” is just surprised on their turn (can't take reaction or action or bonus until after 1st turn); “surpriser” gets adv on attack if unseen