Graywater House Rules

2024 vs 2014 Rules

We use 2024 rules where available and 2014 rules where the 2024 rules have not caught up yet, if you want to do something that is already available in 2024 rules, but you want to use the 2014 version you need to get in touch with Dusk to make sure that it makes sense. There are some other issues with using 2014 and 2024 rules together, so please let Dusk know if you are using 2014 Rules.

Flanking

When attacking with a melee attack, if your ally is on the directly opposite side of an enemy from you then you get +2 to that attack. The images below show 3 examples of flanking and one example that does not count as flanking. (Dominic and Saoirse are allies).

Stat Generation

We use Standard Array for Stat Generation. If you want to use Point Buy for a specific statlist that you can’t do with Standard Array you may be allowed if you ask Dusk and explain your reasoning. This is on a case by case basis.

Character Option

When starting a character for a campaign Dusk will send you a link to that campaign’s DNDBeyond page. All character options on the DNDBeyond will be available except for Obojima options which are only available on a case by case basis. This is for story purposes as the Obojima content has not been introduced into the Graywater setting yet, and unfortunately DNDBeyond doesn’t give a good option for that. (Check at the end of this document for a list of banned Obojima spells that require prior DM approval to use.*) 

Inspiration

Unless the campaign states otherwise players will get one inspiration at the beginning of each session. Players can’t have more than one Inspiration at a time. At DM’s discretion good RP or cool character decisions may grant you an additional use of inspiration. Additionally if you make a joke that makes Dusk snort from laughter (as long as you don’t already have inspiration) you gain inspiration. (Inspiration can be used to re-roll 1 PC or ally d20 roll, and must be used before the DM tells you if it succeeded or not. This does not allow you to re-roll with advantage. If you are re-rolling with disadvantage you are only re-rolling one of the d20s.)

Dusk’s Spite

If you turn in the notes from a prior session on Discord up to 24 hours before the next session to help Dusk prep the next session you get one use of Dusk’s Spite that must be used in the next session of the game. This represents your character’s memory of the events that transpired. You may spend your Dusk’s Spite to make Dusk re-roll any d20 roll (other than an ally NPC roll).

Wild Magic

We use the following instead of the official rules for Wild Magic:
Every time a spell is cast, you roll a d20 immediately after you cast a sorcerer spell (even a cantrip). If you roll a 1 (Wild Magic Surge Number), roll on the Wild Magic Surge table to create a magical effect. If you do not trigger a Wild Magic Surge then add 1 to the Wild Magic Surge Number to represent the Wild Magic growing in your veins. The Wild Magic Surge Number resets back to 1 once you hit a Wild Magic Surge. If you have non-Sorceror spells due to a multi-class, feat, or other ability, those do not affect your Wild Magic Surge checks.

Cleave

The Cleave property allows you to use heavy weapons to hit multiple opponents with one massive swing. Whenever you hit a creature with a Melee Weapon Attack, you can make another Melee Attack Roll to hit a second creature you can see within 5ft of the first. On a hit, your second target takes damage equal to the weapon without any additional Ability Modifier damage (unless your modifier is negative). Ideal for crowd control situations, the cleave property is a go-to for those looking to carve through large swaths of enemies.

Downtime Activities

During downtime you may spend a day learning a skill, language, or tool proficiency as long as you have someone who can teach it to you or a scroll or book that teaches how to do it. (You may be able to attempt to learn such a thing without the teacher or book, with DM permission, but it may be more difficult.)
Each day that you spend dedicated to learning you may roll a related skill check of your choice (with DM approval) add the result of the dice to your Learning Points. When your Learning Points equal or surpass the number required for the lesson you are attempting to learn you may add it to your character. If the person teaching you is a fellow PC then you may roll your checks with advantage. 

Learning Point Requirements: 

  • Language: 350

  • Tool Proficiency: 350

  • Skill Proficiency (add proficiency to skill): 350 (must use the skill you’re learning)

  • Skill Expertise (add 2x proficiency to skill): 500 (Must already be proficient)

One day equals 10 hours for spell writing.

Bonds

Bonds are connections that encourage comradery between the PCs and allow players to have an agreed upon connection with other player characters. This allows for safe and fun role play experiences between players.  You can find more about Bonds in the Graywater House Rules.

The significant shared memories, or relationships, between the PCs that show why the characters are a party together. 

What does your PC see in each other PC that makes you willing to fight with them as your ally?

For each other PC come up with one bond. I'll provide some examples below. 

The DM or the other PCs might ask questions here as well. Answer these, too. 

Each other player will pick a Bond for you too, so in the end each pair of PCs will have two Bonds defining their relationship.

Take a few moments to work out what the Bonds imply about the team. 

You’ll want to go back and forth and make sure everyone is happy and comfortable with how the bonds have come out.

Bonds must be positive, NOT negative.
Bonds can NOT be romantic.

Example Bonds: 

• They showed you the ropes when you were learning how to fight. 

• You respect their hard-earned knowledge, and often come to them for advice. 

• They helped you at a critical point in your quest for revenge. Tell them what you needed help with. 

• You hope they can help you control your powers. 

• You’re old friends, and trust each other completely. 

• A comrade-in-arms. You’ve faced the biggest threats together. 

• An old rivalry has turned into a tight friendship. Tell them what you once fought over. 

• They act as your conscience when the power goes to your head. Ask them about the last time this happened. 

• They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them. 

• Close relations, or a distant descendant. Tell them which.

• They are, at heart, a good and righteous person. You must help them stay that way. 

• Your best friend in the world, who you trust totally. 

• A rival at first, but you came to a working arrangement.

Trial Rules (not yet available in all campaigns):

Group Maneuvers
Group maneuvers introduce new reactions that allow creatures to work with their allies to manipulate the flow of combat.
For more information see Group Maneuvers.

 

Banned Obojima spells that require prior GM approval.

  • Armament – 1st

  • At Your Side – 2nd

  • Beast Transmutation – 2nd

  • Bubble Lift – 1st

  • Butterfly Storm – 3rd

  • Conjure Ocean – 3rd

  • Control Animal – 2nd

  • Counterspy – 2nd

  • Create Spirit Train Stop – 5th

  • Crustacean Form – 6th

  • Dara Blocks – 3rd

  • Divine Arrow – 7th

  • Duplicate – 1st

  • Ember Belly – 2nd

  • Festival King – 5th

  • Forest Guard – 1st

  • Gift – 1st

  • Jolt – Cantrip

  • Light Snare – 3rd

  • Mass Levitate – 5th

  • Monkey’s Grasp – 2nd

  • Mushroom Ballista – 2nd

  • Obscure Object – 2nd

  • Origami Bird Swarm – 5th

  • Pacify Monster – 4th

  • Pacify Person – 1st

  • Pillar of Force – 2nd

  • Plummet – 3rd

  • Pogmo’s Pot – 3rd

  • Rageful Nimbus – 2nd

  • Resilient Friendship – Cantrip

  • Retrieve – Cantrip

  • Root Grab – Cantrip

  • Sand Structure – 1st

  • Shared Vision – 2nd

  • Spell Signature – 2nd

  • Sprout Foliage – 1st

  • Storm Stallion – 4th

  • Submerge – 5th

  • Summon Jack-o’-Lantern – 5th

  • Summon Vehicle – 1st

  • Swallow Magic – 1st

  • Switched Form – 2nd

  • Tamh Gon’s Fiery – 5th

  • Task – Cantrip

  • Transparency – 2nd

  • Vegetable Blade – 3rd

  • Water Bullet – 1st

  • Whelm Weapon – 1st

  • Wind Sprint – 2nd