User:ESONJ/oneshotrules

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Table Rules

  1. Don’t be a jackass, try to be ready on your turns, and if the game is ever making you feel unsafe or uncomfortable, please let me know via DM or by using the Safety Tools module.
  2. PVP is not allowed without consent from both players, including AOE damage in combat.
  3. Inspiration in my games is tracked by the player, and can be used after you make any D20 Test. For Attack Rolls and Saving Throws, it automatically makes them a success, as well as in-combat ability checks such as hiding, grappling, ect. For out of combat ability checks, and enemy D20 Tests, it can be used to force a reroll.
  4. Any assistance on a D20 Test must be made before the roll is made including Guidance, Bardic Inspiration, Help Action, ect, unless the feature specifies that it can be done after the role is made.

House Rules

  1. Any ability, effect, or spell cast by a player that would last between 10 minutes and 1 hour, last until the party completes a short rest.
  2. Any ability, effect, or spell cast by a player that would last between 2 Hours and 24 Hours last until the party completes a long rest.
  3. When initiative is rolled, you may activate 1 feature or spell that only effects yourself or your actions. (No direct offensive action, or party buffing, intent is resolving buffs out of initiative, will involve my discretion)
  4. Short rests can be taken at any point out of combat, as a party. This resolves instantly, and short rests can be taken twice a long rest.]
  5. Any Potions of Healing or equivalent items (Amulet of the Drunkard, Ointment, ect), are a bonus action unless specified otherwise. You can use an action to use one on yourself and take the maximum, or to use one on someone else. You can use a Bonus Action to give someone else a potion but are required to then take the minimum.
  6. If you die during the one shot, you can forgo priority and major reward items at the end of the game, or pay the resurrection fee to be resurrected after one minute if you would like.(This does not apply to Gharzak, Fuck you Gharzak.).
  7. Natural 20's are an automatic success for Saving Throws. This applies to enemies as well.
  8. Death saving throws are whispered to the DM unless stated otherwise. All other rolls must be public.
  9. When casting a spell, declare if you are casting a cantrip or a leveled spell. I will do the same for my creatures, and whenever a creature casts a spell, each creature that has counterspell, temporal shunt, ect, and would like to use it must declare if they are countering, or not. Level must be declared when this is done. Once this is all finalized, rolls can be made if required.
  10. Controlled mounts cannot be used to escape grapples.
  11. Extra Dimensional Spaces: Bags Holding, Portable Holes, and similar items can hold at most 1 medium or smaller creature at a time. A creature within such an item is shunted out of the item and into the nearest unoccupied space if the holder is ever subjected to any form of teleportation.

Spell/Feature Changes & Clarifications

  1. Dispel Magic can only target one spell at a time and has a range of 60 feet.
  2. Silvery Barbs can only be used once a reaction chain and does not work on Saving Throws.
  3. Contingency can be cast prior to the game if you know the spell, and have the components, provided you Roll me a D10 either at the start of the game or in No Context, and don't roll a 1, as well as tell me the Contingency and the Trigger. Contingency is a free action to use or activate but cannot be activated if you are unable to take reactions unless you activate it when that feature would take place.


Misc Rules

  1. Healing Surges (DMG 266). As an action you can Healing Surge, roll half your hit dice rounded up and regain that amount of HP. Immediately after using a healing surge, characters can Dodge as a bonus action. You round up when determining hit dice available. This does not take from your hit die pool. You can use this action once a long rest.
  1. Minions. I will sometimes designate certain enemies as minions. If I do, if you reduce 1 to 0 hit points through an attack, the damage will transfer over to the closest enemy at the lowest HP. If multiple minions are hit by an AOE, you can pick between either resolving it normally, or adding up the damage all the minions would take, and applying it sequentially to the minions from lowest HP to highest.


Condition Updates

  1. Dazed: This condition replaces the following conditions, Paralyzed, and Stunned. While Dazed a creature makes Attack Rolls, as well as any D20 Test using Strength or Dexterity at disadvantage, cannot take reactions, and cannot concentrate on spells. A creature that starts its turn Dazed has it's speed halved and it can use either an Action or a Bonus Action, not both. Attack Rolls against a Dazed creature have advantage The Dazed condition can be ended by any feature that would end the Paralyzed or Stunned Conditions.
  2. Invisible: A creature does not gain the benefits of being Invisible while within the Blindsight, Truesight, or See Invisibility range of any creature with that feature, unless the Invisible creature has a higher CR/Level then the other one.

Tier 1 Rules

  1. Characters of 1st and 2nd level count as 3rd level for the purpose of hit points and hit dice and all characters regain a 1st-level spell slot at the end of each combat encounter.

Tier 4 and 5 Rules

  1. Simulacrum is banned from being casted or replicated by any means other then the base spell.
  2. You may bring in no more then one copy of a 9th level Spell Scroll per character (no multiple Foresight scrolls or Mass Heal Scrolls)
  3. If a majority of a party is T5, any T4 characters can calculate their HP as if they had the hit dice of a 20th level character.

Item Specific Rules

  1. Figurine of Wondrous Power (Gold Canary): This Item can only be used to summon a gold dragon by the player character who brought it into the game, and once used, can not be used for the next 3 one shots I run that the character is brought to. Additionally, only one Gold Dragon can be brought out at a time with this item
  1. Sling Bullets of Althemone: The Stunning ability now reads. On a hit, this bullet deals an extra 1d10 force damage and the creature must make a DC 15 Constitution Saving Throw. On a failure, they are stunned, on a success, they instead suffer the effects of the slow spell until the end of your next turn.
  1. Saddle of the Caviler : This is a Tier 1 Magic Item that does not require attunement. as such it does not prevent any effects from being applied to the rider, except preventing dismounting by non teleportation forced movement such as shoves. If an effect would dismount a rider in a way besides forced movement such as a shove, the rider can choose to either be removed from their mount or have their mount be affected by the same ability, for example an effect like Vortex Warp, Plane Shift, or Banishment.