Wildemount House Rules

by absenthearte

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The Wildemount Handbook

General Rules

  • Characters start at level 3.

  • The following array is used for stats: 16, 15, 13, 12, 10, 8

  • Roll for health. If you roll below average, take average.

  • Flanking has been modified, and no longer grants you advantage. Instead, it grants you a +2 bonus to attack rolls.

  • Characters start off with two common magic items of their choice, and one uncommon item from me.

  • Changelings, Gith, Dragonmarked races, Kenku, Loxodon, Veldalken, and Verdan are all banned.

  • Resurrections use Matthew Mercer's rules, which are here

  • When you're knocked down to unconsciousness multiple times in a day, you take 1 level of exhaustion for each time after the first before a long rest. Rules for removing it are as normal - Example:

You're knocked down once. Cool, you get healed, you're fine. You're knocked down again, an hour later. You take a level of exhaustion when you get back up.

  • You make Death Saving throws in secret - Only I know the result. You are not allowed to communicate what the result is to fellow players. Through description and context clues, they can discern information. I've found this heightens tension, and removes the 'gamification' of death saving throws.

  • Long rests are 8 hours, and can only be taken once every 24 hours. You need 1 hit point to gain the benefits of a long rest. A short rest is a period of downtime, at least 15 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. Short rests cannot be taken more than once every 4 hours, and you can’t benefit from more than two short rests before you take a long rest

  • Milestone Experience is used.

Taking Action

It's time to act. You want to charge across the rickety bridge? Climb the crumbling wall? Kick down the old door? Great, now make a roll to see if you succeed.

Social Interaction

There is more to social interaction than just charisma — intelligence and wisdom are just as important, and each has their own role to play in conversation.

When interacting with an NPC, the context of your action determines which ability you are using: smarts (intelligence), feelings (wisdom), or presence (charisma).

  • Intelligence: You're trying to be clever. Debate, reason, negotiate, lie, manipulate, wit, and threaten.

  • Wisdom: You're trying to soothe or connect feelings. Rapport, empathize, calm, discretion, and tact.

  • Charisma: You're trying to be likeable or dominating. Charm, bluff, banter, incite, command, and intimidate.

Here we see Clanda, sitting with her friends in a village tavern, overhear an ill-informed farmer.


GM: The farmer says "I 'eard that if yous eat a frog on a full moon, yous get to jump high like a frog".


Clanda: This stupid peasant. "There is no way that is true," I tell him. Angrily.


GM: "Yea it is, I 'eard it from those boys over at the Grange farm. The moon magic turns you into one o' them lick-oh-tropes." The farmer is resolute in his belief — it's going to be very hard to change his mind.


Clanda: Hold my beer, guys — I'm going to talk some brains back into this fool. Ok farm boy, let's start off with some basic pronunciation...


GM: You're attempting to change the farmer's mind with logic and words — roll an Intelligence check. You can add your Persuasion.

Teamwork

You can't roll multiple attempts for the same action — recalling a piece of knowledge, sweet-talking the castle guard, pushing a heavy boulder aside. But you can work together with your allies to make that one attempt as successful as possible.

Anyone with a relevant skill or background may help you attempt something — the first person grants you advantage (per the Help action), and every additional person grants you a +1 bonus. If the roll fails, however, everyone involved is liable for the consequences.

Potions

Magic permeates the world — it's in the air you breathe, the food you eat, and the liquids you drink. Through carefully preparation, this magic can be harnessed to create powerful consumables that help — or hinder — your adventures.

Magical Potions

A potion is a magically-infused liquid that, when consumed, can bestow an effect on your character — restoring health, damage resistance, strength, etc.

Potions can vary greatly in appearance, texture, and taste depending on their recipe and maker — roll on the tables below to randomly generate your potion details.

Potion Description
d12 Texture Color Taste/Smell
1 Thin Blue Citrus
2 Thick Red Sweet
3 Bubbly Yellow Sour
4 Fizzy Silver Bitter
5 Jelly Gold Salty
6 Chunky Purple Savory
7 Watery Orange Spicy
8 Oily Green Foul
9 Slimy Brown Delicious
10 Crunchy Black Sickening
11 Chewy White Tangy
12 Moving Teal Familiar

Drinking a Potion

Drinking a potion requires you to spend a bonus action. Alternatively, to feed a potion to someone else, you must spend an action. You must have at least one free hand to perform either of these actions.

Identifying Potions

Not all magic potions look alike—even a simple healing potion can vary wildly in appearance depending on who made it and which recipe was used.

During a short rest, you can attempt to identify any unidentified potions by making an Arcana knowledge check with an alchemist's kit—one per potion. Base the DC against each potion's rarity.

Success: You learn the true name of the potion.

Fail: You know if the potion is at least safe to drink.

Critical Fail (10 or more): You (unknowingly) learn a false or misleading name of the potion.

POTION IDENTIFICATION DC
Rarity DC
Common 10
Uncommon 15
Rare 20
Very rare 25
Legendary 30

While exploring the Nightglade, Chansi finds an unidentified potion — which the GM knows to be a rare Potion of Heroism. During the next short rest, she attempts to identify it with her alchemist's kit — rolling 13 against a secret DC of 20.

She isn't able to discover exactly what the potion is, but she at least learns that it's safe to drink.

Identify Spells

You can learn the true name of any potion using the Identify spell (or similar magics).

Consumables

Healing potions are an adventurer's best friend, bringing many a hero back from certain death.

When you drink a healing potion, don't roll a d4—instead, roll the same die as your most common hit die. If you don't have a hit die value for any reason, roll a d4.

Potion of Healing

Item, Potion, Consumable

This red potion feels strangely warm to the touch. It tastes of cinnamon and orange.


When you drink this potion, you instantly recover some hit points without needing to spend any hit dice — the better the quality, the more hit points you are able to restore.

Type Rarity Recovery Cost
Lesser Common 2 [hit die] + 2 50 gp
Greater Uncommon 4 [hit die] + 4 150 gp
Superior Rare 6 [hit die] + 8 450 gp
Supreme Very Rare 8 [hit die] + 16 1,350 gp

Krazak, a barbarian, drinks a lesser healing potion with his bonus action. Using his hit die value (d12), he rolls 2d12 + 4 to see how many hit points he recovers.

Multiclassed Characters

If you are multiclassed and have hit dice of varying sizes, use the hit die value of whichever class you have the most levels in. On a tie, choose the lowest.

Flasks

Potions are an adventurer's best friend, but it's not always sensible — or realistic — to carry a few dozen potions at once. When you need to carry a lot of potion in a little container, use a flask.

Magical Flasks

A flask is a small, magically-infused bottle (or other container) that can safely hold a large — but uncertain — amount of consumable potion (or other liquid).

Unlike potions, which typically come in single-use vials, it's always hard to tell exactly how much liquid remains inside a flask — you never quite know how many uses you'll get before it's all gone.

Flask Appearance
d12 Material Color Style/Design
1 Fragile Glass Blue Human
2 Reinforced Glass Red Dwarven
3 Wood Yellow Elven
4 Porcelain Silver Orcish
5 Bone Gold Draconic
6 Clay Purple Undead
7 Leather Orange Celestial
8 Stone Green Aberrant
9 Resin Brown Elemental
10 Metal Black Fiendish
11 Dragonscale White Gnomish
12 Plant Teal Monstrous

The Flask Die

Instead of tracking individual drinks, flask quantity is measured with a die—d8, d10, d12, etc. This is your Flask die — roll it whenever you take a drink from the flask: if you roll a 1 or 2, the die gets one size smaller:

If you roll a 1 or 2 on a d4, that's it — the flask is now completely empty until you can find a way to refill it.

Flask Die
d20 d12 d10 d8 d6 d4 0

GM: The wizard's lightning bolt hits you for 11 points of damage, Clanda. What do you do?


Clanda: Damn it, I'm bloodied. Can't risk another hit like that—I'll take a drink from my flask of healing as a bonus action and get... 7 hit points back.


GM: Great, now roll your flask die.


Clanda: Flask quantity is d4, so I roll a d4 and get... (rolls 1) ...damn — looks like that was the last of it.

Average Uses & Costs
Flask
Die
Remaining
Uses (Average)
Cost to
Buy
d20 30 22 x base potion cost
d12 20 15 x base potion cost
d10 14 10 x base potion cost
d8 9 6 x base potion cost
d6 5 3 x base potion cost
d4 2 1 x base potion cost
Splitting the Flask

Magic fades quickly from any liquid leaving the flask. If you pour the contents of a flask into another container — such as a potion vial, a cup, or a different flask — the magic fades within one round, becoming useless if not consumed during that time.

Spellcasting

Perceiving a Caster at Work

Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of their effects, and could easily go unnoticed by someone unaffected by them. As noted in the Player's Handbook, you normally don't know that a spell has been cast unless the spell produces a noticeable effect.

But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn't matter for the purposes of perception, whether it's an object specified in the spell's description, a component pouch, or a spellcasting focus.

If the need for a spell's components has been removed by a special ability, such as the sorcerer's Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it's normally impossible to determine who cast the spell in the absence of other evidence.

Identifying a Spell

Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.

If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with their reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.

This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.

Invalid Spell Targets

A spell specifies what a caster can target with it: any type of creature, a creature of a certain type (humanoid or beast, for instance), an object, an area, the caster, or something else. But what happens if a spell targets something that isn't a valid target? For example, someone might cast charm person on a creature believed to be a humanoid, not knowing that the target is in fact a vampire. If this issue comes up, handle it using the following rule.

If you cast a spell on someone or something that can't be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target.

Casting a Spell

The following is an addendum to the passage under "Bonus Action", in the Casting Time section of Casting a Spell in the Player's Handbook, page 202. The change is indicated in bold

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can cast another spell during the same turn, but only if the combined level of both spells does not exceed the level of highest level spell slot.

Hiding Spellcasting

In some situations you may attempt to hide the act of casting spells, cast them in a non-threatening manner, or disguise the use of specific components as part of the spell casting.

If a spell has a Verbal component, you must roll Intelligence (Stealth) or Wisdom (Stealth) opposed by Passive Perception if you are not actively observed, or Perception Roll if observed. Loud background noise give advantage to the your roll. If the observer knows that you are able to use magic, they have advantage to the Perception Roll.

If a spell has a Somatic component, you must roll Dexterity (Stealth) opposed by Passive Perception if you are not actively observed, or Perception Roll if observed. Lots of nearby movement (such as a crowd) give advantage to your roll. If the observer knows you are able to use magic, they have advantage to the Perception Roll.

If a spell has a Material component, you must roll Dexterity (Sleight of Hand) opposed by Passive Perception if you are not actively observed, or Perception Roll if observed. If the observer is trained to recognize spell components, he has advantage to the Perception Roll.

If a spell has multiple components, you must roll separately for each. Failure to one roll reveals only suspicious activity unless the observer has studied magic. Failure to two or more rolls reveals unmistakable evidence of casting magic.

Lineage


At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character’s origin and give you the ability to create many different types of characters. Despite that versatility, a typical character race in D&D includes little or no choice — a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character’s race, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character’s fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters.

Ability Score Increases

Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D’s past. For example, if you’re a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn’t apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it’s unhelpful if your character doesn’t conform to the archetype. If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20. For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.

There are few exceptions to this houserule for races and subraces that are highly impacted by their ability score increases. These are:


Human: The variant human presented in the Player’s Handbook is the default example of the human race while using this house rule.


Mountain Dwarf: The Mountain Dwarf's +2 to STR is replaced with a +1 to STR.


Kobold: Kobolds lose -2 to STR, the Sunlight Sensitivity feature, and the Pack Tactics feature, which is replaced with Fury of the Small.

Half-Elf: Since half elves gain more ability score increases than most other races, they gain a new trait in its place. With this house rule, the SCAG variants for Half-Elves are banned:

Elven Heritage. You possess one of the following traits:

  • Drow Descent. You choose the drow's Drow Magic, Drow Weapon Training, or an additional 30 feet of darkvision.
  • Eladrin Descent. Once per long rest, you can teleport up to 10 feet as a bonus action, or you gain one of the following cantrips: Produce Flame, Chill Touch, Friends, or Ray of Frost. You can change which cantrip you know at the end of a long rest. Charisma is your spellcasting ability for that cantrip.
  • High Elf Descent. You can choose the High Elf's Elf Weapon Training or Cantrip.
  • Shadar-Kai Descent. Once per long rest, you can teleport up to 10 feet as a bonus action, or you gain resistance to necrotic damage.
  • Sea Elf Descent. You choose the Sea Elf's Sea Elf Training, Friend of the Sea, or you gain the Child of the Sea trait.
  • Wood Elf Descent. You choose the Wood Elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.

Languages

Your character’s race includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here’s the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait. To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon. Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign.

Proficiencies

Some races and subraces grant skill, weapon, or tool proficiencies. These proficiencies are usually cultural, but your character might not have any connection to the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one, as shown on the Proficiency Swaps table.

Proficiency


Proficiency Replacement Proficiency
Skill Skill
Simple weapon Simple weapon or tool
Martial weapon Simple/martial weapon or tool
Tool Tool or simple weapon

For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a musical instrument—a type of tool—instead of with longswords. Similarly, elves start with proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance. The “Equipment” chapter of the PHB includes weapons and tools suitable for these swaps, and your DM might allow additional options.