Shared Rules
The following guidelines are ones that apply to all games run within this group.
We use adventure league rules as applied to 5th edition D&D.
Any house rule must be agreed to by all GMs currently running adventures in order to be added.
We use our own custom form-fillable character sheet pdf and log sheet (please use the latest version of the free Adobe Reader to edit)
All adventures run will either be a hardbound or season adventure approved by adventure league (no homebrew adventures).
Adventures can be altered, but the main plot will be similar and the rewards will be the same.
GM created Magic Items or Spells: (ie not official AL) can be created and used by GMs in games they run. They must be tied to the GMs sessions in such a way that they cannot be used in other GM sessions.
Magic Items: At the end of a session, any destroyed or removed magic items must be returned to the character (exception: any GM specific non-official magic items)
Downtime: Downtime options are listed in either the AL players guide or in the adventure. If not listed, then they are not a option (ie Carousing)
Spells: Rules on Line of Effect and Line of Sight are available.
Hidden: Hiding in Combat
House Rules
We have found overtime, that some rules need alterations to make them fit better with the campaign or the characters. We will avoid making changes to the rules if possible.
Identifying Magic Items
Identifying a Magic Item: A magic item can only be identified by using the identify spell or between game sessions.
Reasoning: The short rest ability to identify any magical item makes the Identify spell fairly useless, since it takes 10 minutes to cast and a short rest is only a hour.
Spells
Heat Metal: This spell requires continued line of sight to maintain concentration.
Reasoning: This change was made to avoid a druid casting it on a armored character, turning into a animal and leaving the area, resulting in a auto-death for the armored character.
Invisibility: A Perception check can notice a invisible hidden creature in the area (if a second Perception succeeds [basically disadvantage], then the invisible creature can be pinpointed).
Reasoning: This change was made to allow highly perceptive characters to have a chance to realize there is a reason to cast see invisibility or take active perception checks.
Combat
Magical Ranged Weapons (with Ammunition): Ammunition fired from these weapons are not considered magical for purposes of Resistance or Immunity. Magical ammunition is still considered magical.The magical bonus of a ranged weapon and its ammunition do not stack.
Reasoning: This change was made to balance the overly powerful ability of the Sharpshooter feat and the ability to combine the magical bonus of a a ranged weapon and its ammunition.
Grappling: For purposes of grappling, monsters with Str 15+ are treated as proficient in Athletics (Dex 15+ are treated as proficient in Acrobatics). This means you can use their attack bonus as a grapple check.
Reasoning: This change was made to balance a character focusing on Grappling (Proficiency, Expertise, Raging, Grappler/Shield Master/Tavern Brawler feat, Bardic Inspiration) to make creatures competitive with the character.
Favored Enemy [Greater Favored Enemy]: Grouped into thematic groups. Split humanoids up into 2 different groups. Made the language relate to the favored enemy.
Border Warden: Humanoids (all humanoid races, excluding player races) [Giants]
Bounty Hunter: Humanoids (all player character races) [Celestials, Fiends]
Destroyer of the Lifeless: Undead [Constructs]
Foe of the Monstrous: Monstrosities [Aberrations, Dragons]
Nature's Culling: Beasts, Fey, and Plants [Elementals]
Natural Explorer: Changed all elements to only be usable in natural settings.
Foe Slayer: Changed to add bonus to both attack and damage for Favored Enemy.
Hunter Conclave: Allowed Hunter to change multioption selections after a long rest.