House Rules

Main Page
D&D Custom Race Rules
Custom Class Rules
Overland Travel
Healing, Injury, and Recovery

Health Assessment

Uninjured 100%
Barely Injured 76-95%
Injured 51%-75%
Badly Injured 1 to 10 HP – 50%
Near Death 1 to 10 HP


Damage Dice Adjustments

Scimitars: Now behave as Rapiers (1d8 damage, finesse weapon)
Javalin: deals 1d8 damage instead of 1d6.
Heavy Crossbows: deals 1d12 instead of 1d10.
Greatsword: Deals 1d12 instead of 2d6.
Maul: Deals 1d12 instead of 2d6.
Hand Crossbow: Deals 1d4 instead of 1d6.

New Weapons

Falcata: Uses the stats of a Longsword.
Tulwar: Uses the stats of a Longsword.
Bolas: 1d4 damage if thrown, target makes a DC 15 Dex save or becomes Grappled and falls Prone. The target can take an action on their turn to remove the bolas, and therefore the Grappled condition.

Environmental Damage


1d6 for every 5 feet fallen. Make a Constitution or Dexterity Athletics Test. DC = 1/2 number of feet fallen. On a successful save, 1d6 for every 10 feet fallen.

Burning Surfaces

If a square is completely engulfed in flames, any character beginning their turn in it takes 2d6 fire damage. Every time a character enters a square that is completely engulfed in flames, they take 1d6 per square. Factors (such as highly flammable substances present in the square, or the character being cold or damp) may adjust this damage up or down.

Burning Buildings


Go to Poison Page


Major Image

Cast at 4th level: lasts 1 hour.
Cast at 5th level: lasts 8 hours.

Heat Metal

Now, if heat metal is cast on an object being held or on the person of another character, that character gets a Will saving throw to negate the effect. If they fail, the spell continues as normal. Damage increased to 3d8.


Because of weirdness with this spell, it’s functionality has changed:

For the next 10 rounds (1 minute), you can instantly teleport 10 ft per turn to any location within line of effect of you. This teleport can be used at any time during your turn, but cannot be used as a reaction. The spell remains a non-concentration spell.

Paint (1st level Illusion spell, Wizard, Sorcerer, Bard, Trickery Cleric in place of charm person)

Casting Time: 1 hour
Range: Self
Area: 5ft cube or self
Components: V,S
Duration: 24 hours
If used on an object that object’s surface is changed in coloration for the duration of the spell. The object’s new surface color need not be a single color. Any type of image the caster can imagine can be painted over the object’s surface. The alteration is only surface level so the object cannot become transparent.

When cast on a person, paint effects their skin, hair, teeth, ect.

If cast at second level or above the range becomes touch.
If cast at third level or above the coloration can become animated/reactive, to a limited extent. For example: Constantly swirling patterns. Tattoos that glow when the user is angry. Tattoos can’t know anything you don’t (No tattoos that glow “when you’re in danger”, or "when Orcs are near)
If cast at fourth level or above the duration changes to permanent.

Animate Gore

Casting Time: 6 seconds
Range: 30ft
Components: V,S
Duration: 10 minutes
Level: 4
School: Necromancy
Classes: Bard, Wizard, Sorcerer, Cleric

Dead material animates at your command. Target up to ten separate pieces of dead material—bones, limbs, bodies, loose organs, and piles of corpses or offal—that are not being worn or carried. Medium creatures or objects count as two objects, Large creatures or piles count as four Objects, Huge targets count as Eight objects. Larger collections of bodies cannot be animated using this spell as single entities, and must be animated individually; the same goes for bodies of creatures larger than Huge size.


The types of common coins are: Copper, Silver, Electrum, Gold, and Platinum. There are a few other types of currency, but they are not commonly used, and are only local to a few specific regions.

Their values are equivalent to the ones used in the D&D Player’s Handbook, but as a refresher, they are as follows:

1 Silver is equal to 10 Coppers.
1 Electrum is equal to 50 Coppers.
1 Gold is equal to 100 Coppers.
1 Platinum is equal to 1,000 Coppers.

So, roughly, in metric units of ten. Ten Copper to one Silver, ten Silver to one Gold, ten Gold to one Platinum. Electrum is the odd man out, being only half the value of one Gold piece.

These coins generally originate from one of the three main countries in the North.

Copper and Gold both originate from Atur, and as such are some of the most widely circulated currencies in Alsara; Aturan merchants are everywhere, and their coin is nearly always accepted.

Silver and Platinum is from Vokaya. They have more precise minting methods and their coins are usually more valuable individually, though they are not as heavily circulated.

Electrum coins originate from the Empires. Due to the instability and perpetual poverty that haunts that region, their coinage is not nearly as trusted, nor as consistent. For smaller degrees of their currencies, they use Bits, which are simply smaller and cheaper versions of the larger coins. They are identical in value to Coppers.

House Rules

Alsara: The Dragon's Legacy Serathen Serathen