%% date:: [[2023-02-28]] %% # [[ttrpgs/Temporary White Circle/House Rules|House Rules]] ## Clerics ### Twilight Sanctuary - The Sanctuary dims all existing light sources within the bubble, but any new sources of light after the sanctuary is already cast will not be dimmed. - The temp HP from Twilight Sanctuary disappears immediately at the end of the battle. - Instead of rolling on everyone's turn for how much temp HP they get, I roll at the end of *my* turn and everyone gets that much temp HP for the round. ## Healing potions Healing potions can be administered or taken using a bonus action. ## Pit Fighting Rules - The match is 5 rounds. - Contestants choose STR (Athletics) or DEX (Acrobatics) as their fighting style. - They roll against each other. Winner wins the round. - A critical hit or a win by more than 5 points is a possible knockout with the loser making a CON roll to avoid being rendered unconscious—either DC equal to the knockout roll or DC 15 (GM preference). - Between rounds, players can choose to make a CHA (Intimidation) or DEX (Sleight of Hand) roll to try to gain an advantage in the next round (angering or frightening the opponent, slipping a rock into a glove unnoticed, etc.). They could even make a CHA (Performance) roll to try to get the crowd on their side for that extra boost of confidence. - Those with the Tavern Brawler feat can add a d4 to their roll. The Battle Master subclass can spend a superiority die to add it to a check. A barbarian can rage for advantage on a STR check. - A knock out wins automatically; otherwise it’s 3 of 5 rounds. ## Lava **D&D fantasy house rule: Any creature that falls into lava or starts its turn there takes 55 (10d10) fire damage**. Here are the rest of my house rules regarding lava (these apply to magma as well). Whether it is because lava is different or for some other reason it is just more “fun” if works like this. ### How lava behaves (in my fictional D&D world) 1. You can think of lava as being similar to thick oatmeal that is extremely hot. 2. **Crust:** It doesn’t normally form a “crust”. 1. As long as it is in motion the surface stays liquid, hot, red, and glowing but there may be exceptions. 2. When it stops moving and pools up it will form a crust after cooling for 24 hours. (It cools twice as fast if underwater.) 3. The crust is 1 foot thick and does 1d6 fire damage per round to any creature that walks on it. 4. After 10 days the crust will be 2 feet thick and no longer does fire damage when you walk on it. 5. The crust continues to thicken one additional foot every 10 days until the lava all becomes solid stone. 3. **Lava rate of flow:** It flows slowly enough that you can normally avoid it. Lava flows at 5 ft. per round (50 ft. per minute, 1/2 mph). This is the same at any angle or over any terrain, even straight down without any support. 4. **Swimming in Lava:** Swimming speed in lava is 1/4 your walking speed, or 1/2 your swim speed. 5. **Walking on Lava:** Even if you are immune to fire, you can’t walk on the surface without magic, such as the “Walk on Water” spell. 6. **Wading through Lava:** If the depth of the lava is not above your shoulders you can wade through it. When wading through it, if its depth is no higher than your knees it is treated as difficult terrain, otherwise your speed is reduced to 1/4 of your walking speed.. 7. **Immunity to Lava:** An immunity or resistance to fire serves as an immunity or resistance to lava. However, a creature immune to fire might still drown if completely immersed in lava. 8. **Gasses:** Lava doesn’t normally also have toxic or dangerous gasses emanating from it. 9. **How it spreads:** When it reaches a relatively flat surface it will spread. As an example, in one round a 5 foot cube of lava will spread to fill 5 random adjacent 5 ft. spaces to a depth of 1 foot. Lava that is only 1 foot deep no longer spreads unless more lava is added. 10. **Damage:** 11. **Being Close:** When a creature enters to within 10 feet of the lava, or starts its turn there, it takes 1d6 fire damage due to the heat radiating off the lava. It takes this same damage if it is using the “Water Walk” spell to walk on the surface of the lava. 12. **Wading:** A creature takes 5d10 fire damage each round when wading through a lava stream 13. **Falling In:** Any creature that falls into the lava or starts its turn there takes 55 (10d10) fire damage. 14. **Objects:** Any object that isn’t being worn or carried takes fire damage as a creature does. An object that is reduced to 0 hit points from taking fire damage from lava is completely destroyed. 15. **Dying:** A creature that is reduced to 0 hit points from taking fire damage from lava is disintegrated and everything it is wearing or carrying is completely destroyed (no saving throw, no death saves). **Note:** the damage is less than indicated in the DMG but I have added the no death saves and destroying all objects rules. ## Spellcasting - Casting a spell from an item still counts as you casting a spell for the purposes of the "one levelled spell per turn" rule. - ruled in [[120_20240130 Daddy always tells Nika what to do]]. -