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House Rules

Natural 1's and 20′s on Initiative

A Natural 20 on initiative grants one Hasted action (Attack, Dash, Disengage, Dodge or Use An Item) for the first Round of combat, and their speed is doubled.

A Natural 1 mean the player can use their Action or Bonus Action but not both, and looses their Reaction for the first Round of combat. 


Healing Potions

Any @Compendium[plutonium.items.jchDKZG72ItTh4bW]{Potion of Healing} can be used as an Action or a Bonus Action. If used as an action, the character stops to concentrate on drinking and thus heal the max amount of HP. If used as a Bonus Action, the character must instead roll for healing as per the usual rules.


Spell Versatility

Applies to Bard, Ranger, Sorcerer, and Warlock.

Whenever you finish a long rest, you can replace one spell you learned from your Spellcasting or Pact Magic feature with another spell from your class's spell list. The new spell must be the same level as the spell you replace.


Level 1 Feat

Each character can select one feat at level 1. If their chosen feat has any prerequisites (racial, minimum ability score, etc), the character must meet those prerequisites to select the feat.


Critical Hits

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Additionally, the first damage die for the hit automatically deals maximum damage. The second damage die is then rolled as normal and added to the total, alongwith any relevant modifiers. For example, if you score a critical hit with a dagger, you automatically roll 4 on the first die, then roll 1d4 and add your relevant ability modifier.

If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well but the maximized damage rule does not apply.

Alternately, you can forego the maximized damage die and instead choose to impose one of the following @JournalEntry[BOPtrLzJldghBvSh]{Conditions} on the target: @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{Frightened}, @Compendium[dnd5e.rules.b4UvTt9P3As79cwm]{Grappled}, @Compendium[dnd5e.rules.ZkXz0qdkNBkKE6tN]{Prone}, @Compendium[dnd5e.rules.QRKWz3p6v9Rl1Tzh]{Restrained }, or @Compendium[dnd5e.rules.TiD5vnNql12Wh3Pn]{Stunned}.


Flanking

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy. 

Flanking operates under similar rules as those governing @Compendium[dnd5e.rules.yL4L6QQ7xhMbgWZx]{Cover}.

If two targets are diametrically opposite to one another and flanking a single enemy, each gains a +2 to attack rolls versus that enemy.

If three targets have converged in a triangular formation around a single enemy, each gains a +5 to attack rolls versus that enemy.

A creature can't flank an enemy that it can't see. A creature also can't flank while it is @Compendium[dnd5e.rules.tUYvSkhggFcMpVw5]{Incapacitated}.