House Rules

House Rules                                        

v1.5 (Updated 02.04.16)

Recovery Points

Instead of the normal rest and recovery mechanic, a character must gain and spend recovery points in order to gain a short or long rest.
A short or long rest allow you to regain all hit points, any expended spell slots, and any other features that indicate them. In order to gain the benefit of a short rest, you must spend at least 1 hour not performing any stressful activity and spend 1 recovery point to gain the benefit of a short rest. In order to gain the benefit of a long rest, you must spend at least 8 hours performing minimal activity and or sleeping and spend 8 recovery points.
A long rest is only needed for recovering class features and a character still needs to fulfill normal requirements to stay alive, such as eating, drinking, and sleeping. 
Each day of travel and adventure, you gain up to points, depending on the quality of food, water, and sleep you gain. You can also gain recovery points if you spend time reducing stress or entertaining yourself. You receive less points if you were damaged, exhausted, diseased, or poisoned. 


At the end of every session, players will nominate one player to gain inspiration. A player can spend inspiration at any time to gain advantage on their next attack roll, skill check, or ability check. 

Action Points

Action Points represent a reserve of heroic potential, and will allow your character some ability to mitigate odds during consequential moments. Each player will gain a number of Action points equal to half their character level + 5. Whenever you gain a level, the number of Action points resets to that amount. Once spent, Action points cannot be regained again until you gain a level. You may spend an Action point to gain one of the following benefits.
- You can gain a +5 bonus to a single d20 roll you just made
- You can take an additional action or reaction (limit 1/round)
- You can choose a number of expended spell slots that have a combined level equal to half your proficiency bonus (rounded up).
- You gain a number of recovery points equal to your proficiency bonus
- While unconscious, you can become stable.
- You can gain a hint on a course of action from the GM
- You can use this to attempt an otherwise unusual or special maneuver or action. (Note: this just allows the attempt, not success).


When you are reduced to 0 hit points, you can choose roll on the injury table and gain a lingering injury. If you do, you may make a DC 10 constitution save. On a success, you may remain at 1 hit point instead. Alternatively, you can choose to have a critical hit against you become a normal hit. If you do, you gain a Lingering Injury. 

Poison and Disease

Poison and diseases can have short and long term effects. Most diseases are long term, and require the creature suffering their effects to make a saving throw each day. Failure signifies progression of the illness, while success merely stalls or delays the effects. Depending on the nature of the illness, it may resolve on its own, or require some antidote to completely remove. In general, a poison or disease will require one or more successful saving throws, and possibly also an antidote of some type. 
Whenever a spell, magical item, or special ability allows you to cure or neutralize a poison or disease, it instead allows the target to immediately make a saving throw against effect, even if they already made an attempt that day. A success neutralizes any negative effects of the poison or disease for 24 hours, and count towards overall successes. A disease/poison may not necessarily be cured by a successful saving throw, but may merely lessen or suspend its effects, as listed on the affliction. 
Spells or abilities that remove the poisoned condition, however, function normally. Also, any ability that makes a character immune to poison or disease functions as normally as well. 

Variant Encumbrance

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your m axim um carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Ready and Stored Items

While carrying items, they are sorted into two categories: Ready and Stowed . Ready items are items you can use your interaction with to draw or put away. The weight of your readied items cannot exceed your normal encumbrance. Stowed Items are items situated on your person in a backpack, on a strap, or in a magical storage container. Unless otherwise noted, these items take at least an Action to recover. Some items may take longer, as noted.


Magical Teleportation

Long distance teleportation is rare in Terra Rynn, and is subject an inverse difficulty curve (the longer the distance, the exponentially more power and resources is required). While short range (i.e. tactical combat) teleportation is unhindered, any distance over a few miles starts to impose significant costs to a user. As such, teleportation is very inefficient for routine use by any mortal species, but has selective uses in military and covert operations.

In order to teleport, a caster needs to know the appropriate spell, and must have the following:

  • A connection link between two anchor points (arcane sigils, holy blessing, or sacred tree)
  • A magic power source (arcane jewel, blood sacrifice, natural font)
  • Creatures and materials are not scrambled or anchored

Power sources vary, and additional power is needed both for the size of objects, their number, and the distance travelled. Some sources provide their own source, and recharge, while others require their own input and are exhausted. 

Ritual Spells

Rituals have been changed to be a limited ability to cast spells without using spell slots, with this power regained on a short rest. When you cast a spell with a ritual tag, you can expend a number of ritual slots equal to the spells level instead of a normal spell slot. You gain a number of ritual spell slots equal to half your class level (rounded up).

At the end of a short rest in which you spent at least 30 minutes performing a magical ritual, you regain these ritual slots.

Spell Changes

*When you cast this spell, you can transform the target into a Beast with a maximum CR of 4 or less. When you cast this spell at a higher level, you can increase the CR by 1.

Aura of Vitality
This spell now provides 2d6 temporary hit points, rather than hit points. 

In addition to using this spell, you must make a successful arcana check (DC based on item) in order to identify a magical item. 

Overland Travel and Survival

When travelling, a party will fall into one of two categories: Supplied or Undersupplied. A group is supplied if it has enough food, water, and other supplies needed to make a specific journey. If a group also has easy access to regions to resupply along the route, they are considered supplied.
If a group either does not have sufficient resources on hand, or access to resources along the route, then the group is considered unsupplied. When a group is considered unsupplied, you gain 1 fatigue point while travelling 4 hours, or while resting after 8 hours. Once you become supplied, you lose 1 fatigue point after 4 hours of resting.
Each day, you must make a constitution save (DC = number of fatigue points). If you fail, you gain a level of exhaustion. The exhaustion is removed once you have removed all your fatigue points. 

Enhanced Downtime Rules

During downtime, your character can pursue activities related to crafting, research, training, or pursuing personal hobbies. In order to track downtime, characters must have at least 4 hours of uninterrupted (i.e. not adventuring or traveling). After determining the length of time spent, the character will roll on the results table to determine the final output.
1-2   – 75%
3-4  - 50%
5-7  - 25%
8-10  -10%
11-15  /- 0
20-22  25%
25-26  +75%

When you begin a downtime activity, you may gain a bonus or penalty based on conditions such as your current living standards, available tools, assistants, current fame, or success at certain skills. Afterward, you will roll on the modifier table to determine the final amount of useful time you spent performing the activity, and the result thereof.

Downtime Modifiers

  • Living Standards (-10/-5/-2/0/2/5/+10)
  • Exhausted/Well Rested (-10/0/+5)


  • Tool Quality (-2/0/2/5)
  • Untrained Assistant (+2)


  • Tool Quality (-2/0/2/5)
  • Untrained Assistant (+2)
  • Local Demand (-10/-5/-2/0/2/5/+10)


  • Training Partner (-2/2/5)
  • Training Aides/Resources (2/5/+10)


  • Panache/Prudence (-5/-2/2/5)
  • Friend/Foil (-5/+5)
  • Renown (2/5/+10)


  • Panache/Prudence (-5/-2/2/5)
  • Research Skill result (-10/-5/5/10)
  • Untrained Assistant (+2)


  • Treatment result (-5/+5)
  • Untrained Assistant (+2)

Crafting an Item

For every 4 hours, a character can create one or more items whose value is equal to or less than 2 gp. A character must provide raw materials worth half the total value, and must have appropriate tools and skills necessary to craft the desired item. 
*The artificers master crafter ability instead gives an artificer the ability to create items valued at 4gp or less in 4 hours, if using the tool chosen with the ability.

Practicing a Profession

For every 4 hours, a character can earn 10 sp.


For every 4 hours, a character gain 1 training point. Characters can spend training points to gain new options (proficiency, feats, new abilities, etc)


For every 4 hours, a character gains 1 reputation. Characters can spend training points to gain new bonuses (social favors, fame, or renown)


When you choose to spend downtime researching, the DM will determine if the information is available, and how long it takes. The DM may have you make you make a skill check to modify the time.


When you spend time recuperating, you must spend time doing no other activity while resting. A given disease or injury usually requires a certain amount of time to recover (each day, you may also need to make a constitution save, or suffer side effects.). Final Recovery may take more or less, depending on certain modifiers


When you spend time carousing, you roll on the carousing table. For every 24 hours spent carousing, roll on the table one additional time. 

House Rules

Arcane Renaissance: Terra Rynn Zetesofos Zetesofos