House Rules List

These are following rules that are optional for DMs when setting up their campaign using the site. They can be toggled after a campaign is created. Most key game changes are in the Janus Changelog which are integrated into the game engine.

# House Rule Name Class Description Notes Source
1 No Custom Backgrounds Nerf Players must used a preset background. Prevents min-maxing. Azbolg
2 No Custom Races Nerf Characters must stick to the SRD pre-gened races and cannot add or tailor make their abilities. Helps with game balance and simplifies the game for DMs for streamlining encounters. Azbolg
3 No Player Ability Rolls Over 80 Nerf The total sum of a players rolls for ability scores, not including any background, class, or racial modifiers (if they exist), cannot exceed a total of 80. Note: Average ability scores roughly work to 72. A buffed array is 75, so 80 is on the high mark. Helps with encounter balance, and overpowered characters. Azbolg
# House Rule Name Class Description Notes Source
1 Magic: Overcasting Buff Allow casters/benders to overcast. Azbolg
# House Rule Name Class Description Notes Source
1 Ability Check: Help Action Nerf The Help Action can only be used if the helping PC or NPC has proficiency in that ability.

This applies to the passive check roll.

Half proficiency from a Bard DOES count.
Realism Jacob (XP to Level 3)
2 Help Action: Range Increased Buff Range has been increased to 30ft. Helps players help each other more. Dungeon Coach
# House Rule Name Class Description Notes Source
1 Combat: No Called Shots Realism No called shots to increase damage, unless it really makes sense. You cannot say you are always swinging for the creatures head. This is assumed. Combat is complex, creatures in combat are almost always trying to kill you in the most effective way possible to survive. Rule of Cool. Azbolg
2 Critical Hits: Improved Damage Buff When a critical weapon or spell hit occurs: Roll as normal (dice + modifier).

Then add the MAXIMUM from the dice roll(s).

Then add both numbers together.
Nothing worse than rolling snake eyes on a critical. Dungeon Dudes
3 Critical Hits: Improved Damage - Remarkable (20 x 2) Buff When a critical weapon or spell critical hit occurs: Roll another d20.

If double natural 20s on occur. Damage is increased by x4 of the critical damage.
The gods smile on you. Azbolg
4 Critical Hits: Improved Damage - World-shaking (20 x 3) Buff When a critical weapon or spell attack occurs: Roll a d20 again, if a natural 20 occurs again, roll ANOTHER d20.

If another natural 20 occurs (x3 d20 rolls on the attack roll): Damage is increased by x8 of the critical damage.
The gods have taken notice of you. Azbolg
# House Rule Name Class Description Notes Source
1 Critical Hits: Exhaustion Realism Critical hits force the creature to make a DC15 CON save or take 1 stack of exhaustion. Dungeon Dudes
2 Death Saving Throws: Exhaustion Realism Gain one level of exhaustion when failing a death saving throw by 5 or more. Dungeon Dudes
3 Death Saving Throws: Rolls Hidden Realism All death saving throws are now rolled in secret by the DM. The DM keeps track of the death saves, and DOES NOT fudge rolls. Prevents Metagaming and increases tension. Jacob (XP to Level 3)
4 Drop to Zero: Exhaustion Realism The named creature or PC gains 1 level of exhaustion each time it drops to 0 HP but are not killed outright. Dungeon Dudes
5 Massive Damage: Exhaustion Realism Massive Damage!! When taking over 50% of damage in a single hit of your total HP you MUST make a CON saving throw DC 15. Upon failure you take ONE stack of exhaustion.

This check is not made if hit by a critical hit, because the player already takes 1 stack of exhaustion from this; unless the player did not receive a stack from the critical hit due to some magical means (Adamantine Armor, for example), then a check is made.
Jacob (XP to Level 3)
6 Reviving Dying Players: Medicine Check Realism Characters who have no healing can try to revive a player character at 0 HP.

They roll a DC 10 medicine check. This roll is made by the DM in secret.

The roll either ADDs (skilled physician) or SUBTRACTS (a person with no medical training) from the death saving throws.
Allows players with no healing to try to stop a player from dying. Jacob (XP to Level 3)
# House Rule Name Class Description Notes Source
1 Healing Potions: Improved Buff All healing potions heal for max based on their die. Nothing worse than rolling a 1 on the healing potion as an action. Dungeon Dudes
# House Rule Name Class Description Notes Source
1 Level Up: Perks Buff When leveling up players do a 1 on 1 with their DM to get a minor perk or ability which is tailor made. Helps with party balance, and rule of cool. Dungeon Coach
2 Level up: Spell Slots Refresh Balance When players level up, all spell slots are refreshed, however, hit points and hit dice are NOT. Allows for better pacing. Azbolg
3 Leveling up: Hit Dice - Average or Roll Buff When rolling for hit points when you gain a level, if you roll below the average result for your hit die, you may take the AVERAGE result instead.

You always add your CON modifier when leveling.

If the character has not used his/her fate point, the result is the MAX die roll, as fate points do NOT stack.

Helps buff players and make them able to absorb more damage. DM can create tougher encounters. Nothing worse than rolling a natural 1 on your hit dice when leveling. Dungeon Dudes
4 Leveling up: Hit Dice - Reroll 1s Buff When rolling for hit points when you gain a level, if you roll a 1, you get to reroll, but must take the new roll. Helps out those who are cursed to roll 1s. Critical Roll also uses this rule I think. AIZ
# House Rule Name Class Description Notes Source
1 Ability Check: Re-rolling Balance STR, DEX, CON checks can typically be rerolled. While INT, WIS, CHA checks cannot. Jacob (XP to Level 3)
2 Ability Checks: Hide Roll Nerf Most ability and skill checks are hidden to the player, but viable to the campaign DM.

This roll visibility be toggled by the DM in the combat log to reveal the roll.

Ability Rolls:
INT, WIS, CHA

Skill rolls:
Arcana, Deception, Insight, Investigation, Medicine, Nature, Perception, Performance, Religion, Slight of Hand, Stealth, Survival
Prevents metagaming. Azbolg
3 Advantage and Disadvantage Stacking Realism Currently, rules as written, advantage and disadvantage rolls do not stack.

This allows advantage and disadvantage to stack.

Adv/Dis 1 stack: Normal roll 2d20
Adv/Dis 2 stack: Roll 2d20 + 2
Adv/Dis 3 stack: Roll 2d20 + 5
Adv/Dis 4 stack: Roll 2d20 + 10
Allows more realism. Dungeon Coach
4 Monsters -> Inspiration -> D20 Test -> Nat 20 Buff When rolling a Nat 20 on a D20 Test, the monster gains inspiration. Allows for more momentum. Azbolg
5 Monsters can Crit Hit Realism Monsters can critically hit, not just players. Allows for deadlier games. Azbolg
6 Nat 1 Attack Roll -> Auto Fail Variance When rolling ANY attack roll, a natural 1 always misses. Allows for more failure. (RAW Rule) Azbolg
7 Nat 1 Saving Throws -> Auto Fail Variance When rolling a saving throw, a natural 1 always fails. Allows for more failure. Azbolg
8 Nat 1 Skill Checks -> Auto Fail Variance When rolling a skill check, a natural 1 always fails. Allows for more failure. Azbolg
9 Nat 20 Attack Roll -> Auto Success Variance When rolling a natural 20 on a attack roll, it is always considered a hit, and a critical hit at that. Allows for more success. (RAW Rule) Azbolg
10 Nat 20 Saving Throw -> Auto Success Variance When rolling a natural 20 on a saving throw, it is always considered a success for the castee. Allows for more success. Azbolg
11 Nat 20 Skill Checks -> Auto Success Variance When rolling a natural 20 on a skill check, it is always considered a success for the caster. Allows for more success. Azbolg
12 Players -> Inspiration -> D20 Test -> Nat 20 Buff When rolling a Nat 20 on a D20 Test, the player gains inspiration. Allows for more momentum. Azbolg
# House Rule Name Class Description Notes Source
1 Prone: Standing Up Nerf Provokes OoA from any creature. And you lose your reaction standing up. Adds more realism, and makes going prone in melee combat more dangerous. Dungeon Coach
# House Rule Name Class Description Notes Source
1 Magical Tatoos Buff Wizards can have spells tattooed onto their bodies, using special bending ink. This ink and the process of finding a skilled tattooer, who is also a bender themselves, costs x3 the normal inscription cost, and time over spell book inscription. Sometimes powerful wizards do this to show you who they are. The more tattoos they have, the more powerful the wizard typically. Wizards therefore have this as an option instead of inscribing their spells into their spell books which can be stolen. However, they usually need a way to see themselves in a mirror, or two, if say, the the bending inscription is on their back. This is quite common in Zin, because "branding" is so common. Rule of Cool. Dungeon Craft

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To access the dice log to keep track of your rolls

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To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

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