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RTG D&D 5E House Rules

in addition to our RPG House rules found here

RTG D&D 5E Rules Red means latest changes

 

  • Actions (One D&D playtest rule rule)

    • Help (Action) When you take the Help Action, you do one of the following: 

      • Assist Ability Check. Choose one of your Skill Proficiencies and one ally who can see or hear you.  You give Advantage to the next Ability Check that ally makes with the chosen Skill. This benefit expires if the ally doesn’t use it before the start of your next turn. To give this assistance, you must be near enough to the ally to assist verbally or physically when the ally makes the check. 

      • Assist Attack Roll. You momentarily distract an enemy within 5 feet of you, granting Advantage to the next Attack Roll by one of your allies against that enemy.  This benefit expires at the start of your next turn

    • Hide (Action) With the Hide Action, you try to conceal yourself. 

      • To do so, you must make a DC 15 Dexterity Check (Stealth) while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any visible enemy’s line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you are Hidden.  Make note of your check’s total, which becomes the DC for a creature to find you with a Wisdom Check (Perception).

    • Influence (Action) With the Influence Action, you can try to influence another creature to do something you request or demand.  This Action can be used only  on creatures controlled by the DM, and it isn’t mind control; it can’t force a creature to do something that is counter to the creature’s alignment or that is otherwise repugnant to the creature. This Action has three main parts: Attitude, interaction, and a Charisma Check. 

      • Attitude A creature’s Attitude determines how a character can influence that creature. Each DM controlled creature has one of the following Attitudes toward the player characters: 

        • Indifferent. This is the default Attitude for DM controlled creatures.  An Indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial.  A creature’s indifference doesn’t necessarily make it standoffish or disinterested.  Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma Check is often necessary when the adventurers try to persuade an Indifferent creature to do something. 

        • Friendly. A Friendly creature wants to help the adventurers and wishes for them to succeed.  For tasks or actions that require no particular risk, effort, or cost, Friendly creatures often help happily.  If an element of personal risk is involved, a successful Charisma Check might be required to convince a Friendly creature to take that risk. 

        • Hostile. A Hostile creature opposes the adventurers and their goals but doesn’t necessarily attack them on sight.  The adventurers need to succeed on one or more challenging Charisma Checks to convince a Hostile creature to do anything on the party’s behalf; however, the DM might determine that the Hostile creature is so ill-disposed toward the characters that no Charisma Check can sway it, in which case the first check fails automatically and no further Influence attempts can be made on the creature unless its Attitude shifts. 

      • Interaction  When you take the Influence Action, either roleplay how your character interacts with the creature or describe your character’s behavior— focusing on your character’s request or demand.  If the interaction is especially suited to the creature’s desires and outlook, the DM might grant Advantage to your subsequent check or might temporarily shift a Hostile creature to Indifferent or an Indifferent creature to Friendly.  Similarly, if the interaction is particularly irksome to the creature, the DM might impose Disadvantage on your subsequent check or might temporarily shift a Friendly creature to Indifferent or an Indifferent creature to Hostile. 

      • Ability Check To determine whether your request or demand is successful, you make a Charisma Check.  You have Advantage on the check if the creature is Friendly, and you have Disadvantage if the creature is Hostile. 

        • Choosing a Skill.  The Influence Skills table suggests which Skills are applicable when you make the Charisma Check, depending on the interaction that precedes the roll. 

          • INFLUENCE SKILLS 

            • Skill Interaction 

            • Animal Handling Gently coaxing a Beast or a Monstrosity 

            • Deception Deceiving a creature that can understand you Intimidation Intimidating a creature

            • Persuasion Persuading a creature that can understand you

        • Setting the DC. The minimum DC for the check is 15 or the creature’s Intelligence score, whichever is higher. 

        • Outcome. If your check succeeds, the creature does as asked. If your check fails, you must wait to make the same request again.  The default wait time is 24 hours, which the DM may shorten or extend depending on the circumstances. 

      • Search (Action) When you take the Search Action, you make a Wisdom Check to discern something that isn’t obvious. The Search table suggests which Skills are applicable when you take this Action, depending on what you’re trying to detect. 

        • Search

          • Skill Thing to Detect 

          • Insight Creature’s state of mind 

          • Medicine Creature’s ailment 

          • Perception Concealed creature or object 

          • Survival Tracks or food

      • Study (Action) When you take the Study Action, you make an Intelligence Check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which Skills are applicable when you take this Action, depending on the area of knowledge the Intelligence Check is about

        • Areas of Knowledge

          • Skill Areas 

          • Arcana Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) 

          • History Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids) 

          • Investigation Traps, ciphers, riddles, and gadgetry 

          • Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) 

          • Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)

  • Armor Training (One D&D playtest rule rule)

    • Armor Training is the new name for Armor Proficiency.  Any existing rule that involves Armor Proficiency now applies to Armor Training.  If you wear Light, Medium, or Heavy Armor and lack Armor Training with that type of Armor, you have Disadvantage on any d20 Test you make that involves Strength or Dexterity, and you can’t cast Spells.  If you equip a Shield and lack Armor Training with Shields, you don’t gain the Armor Class bonus of the Shield.

  • Character Death (RTG house rule)

    • Depending on how your character dies, the DM reserves the right to bring your next character in at one level lower than your previous character.

  • Classes (RTG house rule)

    • If you choose a One D&D playtest option you may only choose playtest options (feats, etc.)

    • If you choose a non-One D&D playtest option you may not choose playtest options (feats, etc.)

  • Combat

    • 1-handed and 2-handed weapons (RTG house rule)

      • If you attacked with a 2-handed weapon on your turn you do not have a hand free to make an unarmed strike as an attack of opportunity. Will apply the same rule to sword and shield wielders. You can AoO with what's in hand.

    • Attack Action (One D&D playtest rule rule)

      • Equipping Weapons

        • You can equip or unequip one Weapon before or after each attack you make as part of this Action,whether you use that weapon or not

        • Equipping a weapon includes drawing it from a sheathe, picking it up, or retrieving it from a container.

        • Unequipping a weapon includes sheathing, stowing, or dropping it.

    • Cleaving through creatures (optional from the DMG)

      • If a melee attack reduces an undamaged creature to 0 hit points (actual damage), any remaining damage will carry through to another creature within reach of the attacker provided the attack roll was sufficient to hit

    • Combat Action Options allowed (optional from the DMG)

      • Armor Breaker - requires a heavy weapon (RTG House Rule)

        • You may use your bonus action and spend one of your attacks to hack away a target’s worn armor, natural armor, or shield.

        • When you do so, the attack roll is at disadvantage. If the attack succeeds and deals more damage than the target’s AC without the Dexterity modifier, it permanently lowers the target’s armor AC or shield AC by 1. Each target’s AC cannot be lowered by more than 3 and never below 10 + Dexterity modifier. Armor and shields with AC lowered to 0 are destroyed. Magical armor and shields cannot be damaged.

      • Climb onto a bigger creature

      • Counter Attack (RTG House Rule)

        • You may use your bonus action and spend one of your attacks to prepare a reaction that lets you follow an unsuccessful attack by a creature with a counter attack.

        • Choose a creature. Until your next turn, if the creature misses an attack against you, you can use your reaction to attack the creature. If it succeeds, you deal additional damage equal to your Strength or Dexterity modifier (minimum of 1).

      • Deflect and Parry (RTG House Rule)

        • You may use your bonus action and spend one of your attacks to prepare a reaction that deflects the strength of an attack made against you.

        • Until the start of your next turn, you may use your reaction against one enemy melee attack to soak some of the damage. Roll your weapon die, without applying modifiers and proficiency, and lower the damage from the enemy attack by that amount. If your roll is equal or higher than the damage dealt, the attack is parried and you gain advantage on your next attack against the same enemy.

      • Dirty Fighting (RTG House Rule)

        • If a creature missed with a melee attack against you before the start of your turn, or you're prone, you may use your bonus action and spend one of your attacks to make a 'dirty' melee attack against that creature, hindering its advance.

        • You make an attack roll and the target makes an opposed Wisdom (Insight or Perception) save. If you fail the opponent gains advantage on melee attacks against you until your next turn. If you succeed, you choose one effect:

          • Your target must make a Strength saving throw vs your Attack Roll to avoid being grappled

          • Your target must make a Dexterity saving throw vs your Attack Roll to avoid being Blinded or Suffocating until the end of its next turn

          • Your target must make a Constitution saving throw vs your Attack Roll to avoid being Stunned until the end of
            its next turn, or falling prone.

      • Disarm an opponent

      • Feign - requires a light or finesse weapon (RTG House Rule)

        • As a bonus action, you attempt to fake out your opponent.

        • You make an Intelligence (Deception) skill check opposed by your target’s Wisdom (Insight) check. If you succeed, you gain advantage on your next attack against that opponent this round. If you fail, you take disadvantage instead.

      • Momentum- requires a versatile wepoan being wielded 2-handed or a 2-handed weapon (RTG House Rule)

        • When you miss with a melee attack by less than 3, you may use your bonus action and your failed attack to build energy towards your next attack in the same turn. If you do so and next attack hits, you may reroll one damage die of your next attack then choose between the older and the newer value.

      • Overrun

      • Power Attack - requires a heavy weapon (RTG House Rule)

        • You may use your bonus action and spend one of your attacks to put more of your raw strength behind a blow using a heavy weapon, trying to deal extra damage.

        • Make an attack roll with -5 penalty. If the attack is successful, it deals additional damage equal to 2 + Strength modifier or 2 + Rage Damage modifier, minimum of 1

      • Raise Shield (RTG House Rule)

        • You may use your bonus action to prepare a reaction that uses your shield to deflect an enemy attack.

        • Until the start of your turn, you may use your reaction against one enemy attack that meets or beats your AC by 1. If you do so, all nonmagical damage is negated and shield's AC is reduced by 1 (or 2 if the attack is critical hit). If shield's AC drops to 0, it is destroyed.

      • Reckless Charge (RTG House Rule)

        • During a Dash or Jump action, you may charge a target and make a single attack or a Shove attempt as a bonus action. The dash or jump must be in a straight line and you must move at least 10 feet. You cannot charge through any obstacle (creature or object) nor through hindering or difficult terrain.

        • An attack at the end of a charge deals one additional weapon die as damage. A Shove attempt has advantage and double push distance. Anyone attacking you after a charge has advantage until your next turn.

      • Shove Aside

      • Stealth Actions (RTG House Rule)

        • Gag Mouth

          • Once you successfully Grapple a creature, you can attempt to gag it and prevent it from making sounds.

          • Use your bonus action and make an additional Grapple check. If you succeed on this grapple, the creature is gagged while the grapple persists. A gagged creature cannot cast spells with verbal components and its speech is muffled and cannot be understood. When the creature is no longer grappled, it is no longer gagged as well.

        • Grapple from Stealth

          • When you successfully enter stealth, as long as your stealth roll is above the Passive Perception of anyone guarding, your first Grapple check always gains advantage.

        • Choke Hold

          • Once you successfully Grapple a creature at the neck or other vital spot, you can make an additional Grapple check to attempt choking it unconscious or dead.

          • Attempt the additional Grapple check at disadvantage. If you succeed on this grapple, your hands move to the creature’s vital point and start cutting the flow of air. On the creature’s next turn, the choker makes a Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the creature succeeds, the Grapple is broken. If it fails, it is Suffocating.

        • Silent Takedown

          • Rogues or anyone suitably trained or equipped with a silent weapon can attempt to incapacitate an unaware creature, through force or with tools such as a garrote. A creature must be Surprised or incapable of taking actions and reactions to be subject to a Silent Takedown. You may attempt a weapon attack using your Dexterity modifier or a choke hold with a Strength (Athletics) check. The check DC is equal to 10 + the creature's Hit Dice.

          • If you succeed, the target creature is considered Grappled, Gagged, and Suffocating; and suffers disadvantage on their first check to break the Grapple if they were Surprised.

        • Drag

          • Once you successfully Grapple a creature, you may spend your action and attempt a DC 10 Strength check to drag a creature of your size, at a rate of up to half your movement speed. The DC increases by 5 for creatures one size category larger and decreases by 5 for creatures one size category smaller. You cannot drag a creature more than two sizes larger than your own. If two or more creatures attempt to perform a Drag action, they gain advantage and only one attempt needs to succeed.

          • If the creature is not paralyzed, unconscious or restrained, it can attempt a contested Strength check on its turn to free from the grapple.

        • Coup De Grace

          • Conditions such as Paralyzed, Unconscious, or Sleeping that grant automatic critical hits against humanoid creatures allow you to deal one final blow that kills the target.

      • Tumble

    • Critical Hit and Fumble Charts (RTG house rule)

      • If you roll a natural 1 or natural 20 we will be referring to our Critical Hits and Fumbles decks. 

      • Each character can only suffer 1 relavent fumble per encounter.

        • If you draw a card and it doesn't apply, you will draw again if you fumble again later.

    • Death Saving Throw

      • On your third successful death save, you regain 1 Hit Point, but you are Unconscious and start a Short Rest. You remain Unconscious until you regain more Hit Points or until another creature uses an action to administer first aid to you, which requires a successful DC 10 Wisdom (Medicine) check. This playtest rule removes the notion of being stable at 0 Hit Points, and it removes the “Stabilizing a Creature” rule on page 197 of the Player’s Handbook.​

    • Flanking (optional from the DMG)

      • When making a melee attack, you get +2 to your attack roll if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner.

        • If more than 1 friendly creature is flanking with you you get +5 to your attack roll.

        • When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

        • Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.

        • Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

        • Creatures with a reach of 0 feet can’t flank an opponent.

    • Hitting Cover (optional from the DMG)

      • If your attack misses due to cover (+2 or +5) you instead may hit the cover, providing your final attack roll also beats the cover's armor class.  

    • Initiative (RTG House Rule)

      • If you are not present or do not respond when your iniitiative is called (pay attention during combat) you take the dodge action for the round​

      • Initiative Rush (RTG House Rule)

        • At the end of your combat turn, you may announce that you want to rush your next turn. If you do so, raise your Initiative for the duration of the combat by 2 + Dexterity modifier (minimum of 1). On your next turn after rushing you experience the following effect:

        • your first attack this turn is always at disadvantage

        • movement speed is halved during the turn, rounded down

        • bonus actions and class abilities can't be used this turn

    • Injuries (RTG House Rule)

      • Every time you fall unconscious you gain one Injury token. Write down the damage amount and type for each token. At the end of the combat encounter, roll on the Injury Severity tables (the DM has these) depending how many Injury tokens were accumulated during that encounter. The Injury token with the highest damage value decides the damage type of the injury.

      • Additionally, every time you roll a natural 1 on a saving throw against a spell or trap that deals damage, you gain one Injury token.

    • Massive Damage (RTG house rule) Suspended

      • If you take damage equal to or greater than 1/2 your maximum potential hit points, you must succeed at a DC 15 Constitution Saving Throw or suffer a massive damage effect as follows based on a 1d10 roll.

        • 1 = creature drops to 0 hit points

        • 2-3 = creature drops to 0 hit points but is stable

        • 4-5 = creature is stunned till the end of its next turn

        • 6-7 = creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn

        • 8-10 = creature can't take reactions until the end of its next turn

    • Non-Lethal Damage (RTG House Rule)

      • Non-lethal damage must be announced before damage is rolled, not after. You may announce that all damage dealt to specific creature is non-lethal and change your mind at any time. You may choose non-lethal damage only if you can concentrate while dealing damage.

      • Weapons without the Nonlethal property deal only 1 plus Strength modifier in non-lethal damage. Critical hits, spells and ranged attacks cannot be announced as non-lethal damage and may lead to accidental kills.

    • Rising from Prone (RTG House Rule)

      • Rising from a throw or fall is a difficult thing in the heat of battle. It takes training and skill to do so very quickly and even more so when faced with an aggressive adversary.

      • You must spend half your movement to stand from prone. When threatened, you must also make a successful DC 15 Acrobatics or Athletics check to attempt standing, with disadvantage when threatened by more than one enemy. Failure provokes an opportunity attack reaction from threatening opponents. If any of them beat your AC by more than 5, you remain prone.

    • Technique Fumble (RTG House Rule)

      • If you miss with a special attack that uses your bonus action, or its skill check fails, your next attack is always at disadvantage.

    • Unarmed Strike (One D&D playtest rule rule) An Unarmed Strike is a melee attack that involves you using your body to damage,  grapple, or shove a target within your Reach. Your bonus to hit with an Unarmed Strike equals your Strength modifier plus your Proficiency Bonus.  On a hit, your Unarmed Strike causes one of the following effects of your choice: 

      • Damage. The target takes Bludgeoning Damage equal to 1 + your Strength modifier. 

      • Grapple. The target must succeed on a Strength or Dexterity saving throw or it has the Grappled condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one Size larger than you and if you have a hand free to grab the target. 

      • Shove. The target must succeed on a Strength or Dexterity saving throw or it has the Grappled condition or you either push the target 5 feet away or knock the target Prone. This shove is possible  only if the target is no more than one Size larger than you.

    • Underwater  In addition to the PHB rules, if you cannot breathe underwater and take damage, you must succeed at a concentration check or lose your held breath.

    • Wounds (RTG House Rule)

      • If you take damage exceeding your Constitution score (minimum of 10) from a single attack, ability, spell, or trap that deals damage, you receive a Wound Risk. At the end of the combat round, make a Constitution saving throw at DC 14 + 1 for each Wound Risk during this turn, or you suffer a Wound. If this damage is higher than twice your Constitution score, you don't need to roll and always suffer a Wound. A critical success always resists, while critical failure always suffers the Wound.

      • Until end of combat or encounter, you lose 1 hit point at the beginning of your combat turn for each Wound you have suffered since the start of that combat. You can stop the bleeding damage during combat if you spend your action and make a DC 12 Medicine check.

      • Open Wounds can be removed with a Medicine DC 15 skill check and expending one use of a healer’s kit (contains 10 uses). A wound can also be removed with any kind of rest and the expenditure of a Hit Die. This die does not grant hit points, it only removes the wound.

      • Wounds can also be removed with curative magic. Magic can cure both hit point damage and remove one Wound per die of healing. For example, magic items such as potions that heal 2d4+2 hit points also cure two Wounds.

      • If you have more Wounds than your level plus Constitution modifier (minimum of 3), you are immediately knocked unconscious. You keep the same number of hit points but are unconscious. If not stabilized before, in 2d4 hours you regain consciousness and lose one Wound.

  • Conditions (One D&D playtest rule rule)

    • Dazed (condition)  While Dazed, you experience the following effect: Limited Activity. You can Move or take one Action on your turn, not both.  You also can’t  take a Bonus Action or a Reaction.

    • Exhausted (condition) While you are subjected to the Exhausted Condition (known in older books as Exhaustion), you experience the following effects: SUSPENDED

      • You gain 1 level of exhaustion if you go unconscious (RTG house rule)

      • Levels of Exhaustion.

        • This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. 

      • D20 Rolls Affected.

        • When you make a d20 Test, you subtract your exhaustion level from the d20 roll. 

      • Spell Save DCs Affected. 

        • Subtract your exhaustion level from the Spell save DC of any Spell you cast

      • Ending the Condition.

        • Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted. 

    • Grappled (condition)  (One D&D playtest rule rule) While you are Grappled, you experience the following effects: 

      • Speed 0. Your Speed is 0 and can’t change. 

      • Attacks Affected. You have Disadvantage on Attack Rolls against any target other than the grappler. 

      • Movable. The grappler can drag or carry you when it moves, but every foot of movement costs ot 1 extra foot, unless you are Tiny or two or more Sizes smaller than the grappler.

      • Escape While Grappled, you can use your action to make a Dexterity (Acrobatics) or Strength (Athletics) check against the grappler’s escape DC, ending the Condition on yourself on a success.  The Condition also ends if the grappler has the Incapacitated condition or it the distance between you and the grappler exceeds the grappler’s range..

    • Incapacitated (condition) While you are Incapacitated, you experience the following effects: 

      • Inactive. You can’t take Actions, Bonus actions, or Reactions. 

      • No Concentration. Your Concentration is  broken. 

      • Speechless. You can’t speak. 

      • Surprised. If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.

    • Invisible (condition) While you are Invisible, you experience the following effects: 

      • Unseeable. You can’t be seen, so you aren’t affected by any effect that requires its target to be seen. Any equipment you are wearing or  carrying also can’t be seen. 

      • Surprise. If you are Invisible when you roll initiative, you have Advantage on the roll. 

      • Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage. If a creature can somehow see you, as with Blindsight, you don’t gain this benefit against that creature

    • Unconscious (condition) (One D&D playtest rule rule)  While Unconscious you experience the following effects

      • Inert. You have the Incapacitated and Prone conditions, and you drop whatever you are holding.  When this condition ends you remain prone.

      • Speed 0. Your speed is 0 and can’t change

      • Attacks affected. Attack rolls against you have advantage

      • Fail Str. and Dex. Saving Throws. You automatically fail strength and dexterity saving throws

      • Critical Hits. Any attack roll that hits you is a critical hit if the attacker is within 5 feet of you.

      • Unaware. You are unaware of your surroundings

  • Difficult Terrain  (One D&D playtest rule rule)

    • Creature that isn’t Tiny or your Ally

    • Furniture that is one size smaller than you or larger or larger 

    • Heavy snow 

    • Heavy undergrowth

    • Ice 

    • Liquid that’s between shin- and waist-deep (any deeper and you need to Swim)

    • Narrow opening that is sized for a creature one Size smaller 

    • Pit or another gap of 2–5 feet 

    • Rubble 

    • Slope of 20 degrees or more

  • Difficulty Class (One D&D playtest rule rule)

    • Task Difficulty DC 

      • Very Easy 5 

      • Easy 10 

      • Medium 15 

      • Hard 20 

      • Very Hard 25 

      • Nearly Impossible 30

  • Encumbrance (PHB optional rule)

    • Based on Strength

      • If carried load =< Strength x 5 you are unencumbered

      • If carried load >Strength x 5 and =< Strength x 10 you are encumbered

        • -10 to speed

      • If carried load >Strength x 10 and =< Strength x 15 you are heavy encumbered

        • -20 to speed

        • Disadvantage on all attacks, saves and ability checks that rely on Strength, Dexterity or Constitution

  • Equipment

    • Light (Weapon Property) When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative.

    • Net Cost: 1 GP. Weight: 3 lb.  When you take the Attack action on your turn, you can replace one of your attacks with a throw of the net at a creature within 15 feet of you. The target must succeed on a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. The target succeeds automatically if it’s Huge or larger. On a failed save, the target has the Restrained
      condition until it escapes the net. To escape, the target must use its action to make a DC 10 Strength (Athletics) check, escaping on a success. A creature within 5 feet of the target can use its action to attempt the same thing. Destroying the net (AC 10; 5 HP; immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.

    • Priest’s Pack A Priest’s Pack costs 33 GP, weighs 29 lbs and it contains the following items: Backpack, Blanket, Lamp, Holy Water, Rations (7 days), Robe, and Tinderbox.

  • Feats and abilities (RTG house rule)

    • Feats and abilities that refer to melee weapons will only be effective with melee weapon attacks.

    • Likewise feats and abilities that refer to ranged weapons will only be effective with ranged weapon attacks.

    • If anything causes you to have disadvantage on a roll, you cannot use the feat associated with that roll (so no great weapon mastery while restrained, no sharpshooter into the dark, etc.)

  • Fly speed (One D&D playtest rule rule)

    • While you have a fly speed you can stay aloft until you land, fall, or die

    • While flying, you fall if you lack the hover trait and have the Incapacitated or Prone condition or your Fly speed is reduced to 0.

  • Heroic Advantage (One D&D playtest rule rule)

    • When you have Heroic Inspiration (also called Inspiration), you can expend it to give yourself Advantage on a d20 Test.  You decide to do so immediately after rolling the d20.

    • Whenever a player character does something particularly heroic or in character, that character gains Heroic Advantage.

    • Humans gain Heroic Advantage after a long rest, as long as they are a playtest character

    • Only One at a Time: You can never have more than one instance of Heroic Inspiration.  If something gives you Heroic Inspiration and you already have it, you can give Heroic Inspiration to a player character in your group who lacks it.

    • Knights of the Inner Circle will start with Heroic Inspiration each session (RTG House Rule)

  • Magic

    • Spells Follow the Player's Handbook, etc. unless a character is made using the playtest rules

  • Magic items

    • Potions (RTG house rule)

      • Drinking a potion is a bonus action

  • Multiclassing

    • To use the multiclassing rules, you must have at least a score of 13 in the primary ability of all your classes.

  • Party Inspiration Points (RTG House Rule) SUSPENDED

    • Inspiration Points are earned by the whole party of players. The party can earn up to 3 points per session and store points up to the number of players in the group. The party must agree when and how to spend the Inspiration Points.

    • The party earns Inspiration Points at the end of session with:

      • great roleplaying moments, deep storytelling with dramatic effect, rich detail in describing combat, or having appropriate fun

      • working together as a team to overcome extraordinary odds, defeating difficult opponents, and progressing the story when it is not openly directed by the DM

      • not having excessive small talk or phone use on the table (other than RP aids), actively listening or engaging with the DM, not distracting from the atmosphere of the game

    • The party may spend an Inspiration Point anytime to:

      • increase one player’s Initiative by +10 for one combat

      • regain one use for an ability that recovers with short rest

      • remove one failed Death Save or Injury Token

      • turn one already rolled Attack or Skill check by a player or DM into a failure or success. If a failure is turned into success, it is a partial success that may carry complications. Saves and Death Saves cannot be affected.

      • have the DM roll twice when rolling on a random effect table and the party chooses one of the possible results

  • Rest (One D&D Test Rule)

    • Long Rest (One D&D playtest rule rule)  A Long Rest is a period of extended downtime— at least 8 hours long — available to any creature.  During a Long Rest, you sleep for at least 6 hours and   perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During the sleep you have the Unconscious Condition.  To start a long rest you must have at least 1 hit point.  You must also either be in a haven or have a bedroll (RTG house rule)

      • Benefits of the rest: When you finish a Long Rest, you gain the following benefits: 

        • Regain All HP. You regain all lost Hit Points. 

        • Regain All HD. You regain all spent Hit Dice. 

        • HP Max Restored.  If your Hit Point Maximum was reduced, it returns to normal.

        • Ability Scores Restored. If any of your Ability Scores were reduced, they return to normal. 

        • Exhaustion Reduced.  If you the Exhausted condition, your level of exhaustion decreases by 1

        • Special Feature Some features are recharged by a Long Rest

        • After you finish a Long Rest, you must wait at least 16 hours before starting another one.

      • Interrupting the rest: A Long Rest is stopped by the following interruptions: 

        • Rolling initiative

        • Casting a spell other than a 0-level spell

        • Taking any damage

        • 1 hour of walking or other physical exertion

        • If the rest was at least 1 hour long before the interruption, you gain the benefits of a Short Rest. You can resume a Long Rest immediately after  an interruption.  If you do so, the rest requires 1 additional hour to finish per interruption.

    • Short Rest (One D&D playtest rule)  Seems to work as PHB with clarification that the following can interrupt a short rest (an interrupted short rest confers no benefits and must be started again)

      • Rolling initiative

      • Casting a spell other than a 0-level spell

      • Taking any damage

  • Ritual Casting

    • If you have a Spell prepared that has the Ritual tag, you can cast that Spell as a Ritual. A special feature is no longer required for Ritual casting. All the other rules on Rituals in the 2014 Player’s Handbook still apply.

  • Skill check retries (RTG house rule)

    • When another player attempts a Skill check roll to gain new information (Investigation, Perception, History, Arcana, etc.) from the DM and fails, you may attempt the same check only if you have a higher Skill modifier than theirs.

  • Species (RTG house rule)

    • If you choose a One D&D playtest option you may only choose playtest options (feats, etc.)

    • If you choose a non-One D&D playtest option you may not choose playtest options (feats, etc.)

  • Speech

    • Speech is a free action but is limited to what you can say in 6 seconds on your turn (1 or 2 sentences at most).  Your character is limited to 1 word when it is not your turn, until it is your turn again.

  • Truesight

    •  A creature with Truesight has enhanced vision within a specified range.  Within that range, the creature’s vision pierces through the following: 

      • Darkness. The creature can see in normal and magical darkness.

      • Invisibility. The creature can see Invisible creatures and objects. 

      • Visual Illusions. The creature notices visual illusions and automatically succeeds on Saving Throws against them. 

      • Transformations. The creature discerns the true form of any creature or object it sees that has been transformed by magic. 

      • Ethereal Plane. The creature can see into the Ethereal Plane

  • Weapons

    • Follow the Player's Handbook Playtest 5 document

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