House Rules

Feat Related:

  1. PCs gain Spring Step for free at 1st level.
  2. Feats that require a specific god no longer require that god and are now open to all characters. All other prerequisites still apply.
  3. Durable now grants 3 healing surges to the PC who takes the feat.

Math Fixes

  1. At level 5, PCs gain a +1 Feat bonus to attack rolls as well as Fortitude, Reflex and Will. This bonus increases by +1 at levels 15 and 25. This bonus does NOT stack with any Expertise or Improved Defense feats but those feats may still be taken at any time the PC would qualify for them in order to gain a higher bonus or extra benefit.

Skill Related

  1. Skill Points
  2. Perception and Sense Motive checks when made outside of battle have a minimum score of 1 + the PC’s passive score.

Class Related

  1. The Assassin: Assassins Shroud now places two shrouds on a target with each use.
  2. Ranger: Hunter’s Quarry is now once per turn
  3. Warlock: Warlocks Curse is now once per turn.
  4. Fighter: Now gain Superior Weapon Proficiency (1 weapon of choice) at level 1.
  5. Paladin: Lay on Hands can now be used on the PC or one ally.
  6. Cleric: Now gain Light Shield Proficiency at level 1.
  7. Barbarian: Rage Strike is now gained at level 1 and can be used as a Melee Basic Attack.

Monster Related

  1. At the DM’s discretion, minions are now typed: Standard: no change; Seasoned Minions: can save vs. the first hit against them; and Elite minions: take 2 hits.
  2. Minions now are affected by auto damaging effects, zones and auras only if the PC rolls a 10 or above on a d20. PCs gain +1 to this roll at Paragon tier and an additional +1 at Epic tier.
  3. When a minion rolls a critical hit it deals it extra damage equal to 1/2 its level.
  4. Standard monsters use a passive 10 on skills. Elites and Solos may optionally roll a skill check.


  1. Humans gain the Human Perseverance feat for free at 1st level in addition to an extra feat of their choice.
  2. All racial ability attacks now receive a bonus to attacks rolls from inherent bonuses. An additional +1 to these attacks rolls is gained at levels 11 and 21.

Item Related

  1. Potions of Healing at all levels are now surge-less healing.
  2. Uncommon items can now be crafted by players once they have learned how. PCs can learn how to craft items by disenchanting an item, learning from a NPC who already knows how to or finding the ritual/schematic on a scroll.
  3. Boons are now an item slot. PCs gain one extra boon slot at Paragon tier and one more at Epic tier.
  4. Boons do NOT disappear every 5th level and are a permanent bonus. All Boons are now rare and auto level up to the next available version when the appropriate level is achieved. Some boons may still be removed from a character under certain situations (DM’s discretion).
  5. Items now disenchant for a higher value: if the PC is trying to learn how to create the item they are disenchanting the PC only gains 20% of its market value in residuum for a common and 50% for a uncommon. If the PC is disenchanting the item for residuum only, the PC gains 50% of its market value for a common and 80% for a uncommon. Rares always grant 100% market value in residuum and the technique for their making is never able to be learned from simply disenchanting one.


  1. The Reincarnate Ritual has been added to the game. ( The Reincarnate Ritual is lifted from the mind and blog of uber-game designer Robert J. Schwalb )
  2. Casting a ritual using a scroll now only requires the following time expenditures:
    If a ritual’s listed casting time is 1 minute, it costs one move action to cast from a scroll.
    If a ritual’s listed casting time is between 1 and 10 minutes, it costs two move actions to cast from a scroll (limit once per round).
    If a ritual’s listed casting time is 10 minutes, it costs three move actions (limit once per round) to cast from a scroll.
    Rituals whose listed casting time is greater than 10 minutes follow the standard ritual scroll casting rules.
  3. As a minor action, once per round, the character casting the ritual can perform a skill check (using the ritual’s listed key skill) to decrease the scroll’s casting time by one round. The DC is the key skill’s Hard DC for the ritual’s level. A roll that meets or exceeds the Hard DC + 5, decreases the scroll’s casting time by an additional round.
  4. For every 5 levels a caster is greater than the level of the ritual being performed the number of move actions decreases by one (minimum one).
  5. A caster can be interrupted by having the following conditions imposed upon him or her: dazed, stunned, dominated, petrified, unconscious, or dying. The ritual scroll and components are consumed if the ritual is interrupted in this way.
  6. Component Cost is as follows:
    Rituals Level 01-05: 70% listed
    Rituals Level 06-10: 70% listed
    Rituals Level 11-15: 60% listed
    Rituals Level 16-20: 60% listed
    Rituals Level 21-25: 50% listed
    Rituals Level 26-30: 50% listed
    Costs in surges remain unchanged.
    Raise Dead is unaffected by these changes.


  1. Each race will have its own dialect; the languages as given in the PHB are now rudimentary ways to communicate with races that share the same base language.
  2. If a PC knows the base language but does not know the dialect they receive a -2 penalty to read/decipher/discern script written and a -2 penalty to language based skill checks. (Diplomacy, Intimidate, Streetwise, etc…).
  3. When choosing the starting languages all PCs know at least common (regional dialect) and their racial language (racial dialect).
  4. Races that begin the game with more languages must be specific to which racial dialect they are speaking.
  5. All backgrounds grant knowledge in one dialect of a base language they already know granted by their race.

Healing Surges

  1. Healing surges are now just known as surges.
  2. All characters receive an extra 5 surges at level 1.
  3. For every 2 hours of non-strenuous activity the PC regains 1 spent surge.
  4. Surges now have extra uses and the PC may spend healing surges to:
    Cost 1 Surge (Once per turn)
    01 Add 1 die of damage to the PCs next attack.
    02 Add + 2 to the PCs next saving throw.
    03 Add + 5 to the PCs next death saving throw.
    04 End a negative condition that last until the end of a creature’s next turn.
    05 Add 2 to the base speed of the PC for 1 round
    06 Negate the negatives on attacks for running for 1 round.
    07 Turn a critical hit against the PC into a normal hit.
    08 Sustain a effect that requires a minor action as a Free Action.
    09 Use another daily utility power.
    10 Add + 2 to the PCs next attack roll.
    11 Shift 1 additional square.
    Cost 2 Surges (Once per turn)
    01 Use another daily attack power.
    02 Add + 10 to the PCs next death saving throw.
    03 Add +5 to the PCs next saving throw.
    04 Add +5 to PCs next attack roll.
    05 Increase the PCs critical threat range by 1 for one round.

Death Saves and Dying in Combat

  1. Only 2 “death” saves per combat. Failing 2 saves doesn’t equate to the PC dying, it means they are unable to regain hit points or to make “death” saving throws for the duration of the fight. Also, the PC must spend 2 surges, instead of 1, during a short rest to regain both consciousness and their full hit point value.
  2. Death in combat only occurs at the PCs negative bloodied value.

Death and Returning from Death

  1. A character may only be brought back from the dead using the Raise Dead ritual (or Resurrection spell) a number of times equal to their Wisdom modifier +1. If they are brought back more times than that there is a chance of the spell not working properly and something horrible happening to the soul, body or both.
  2. Raise Dead now requires many specific material components that the party will have to search for and retain when they find them. The items needed can vary greatly from person to person but mostly vary depending on the power of the soul they wish to bring back.
  3. When raising a a person, if the person being raised is not of the same faith as the person casting the ritual a short skill challenge must take place to see if the gods are willing to allow this character to come back.
  4. When brought back from the dead via Raise Dead, the person brought back loses 5 surges from their total surge poll until they hit 2 milestones. (This replaces the -1 to all rolls until 3 milestone effect).
  5. The caster of the Raise Dead ritual loses 1 healing surge from his/her surge pool until he/she hits two milestones after casting Raise Dead.
  6. The Reincarnate ritual has been added to the game. Any person can be brought back a unlimited number of times via the Reincarnate ritual but must be willing to take the chance of coming back via this ritual.
  7. When killed a person is most often transported to the Realm of the Dead (though some divine compacts can alter this course). In the Realm of the Dead, souls must earn the right to return to the land of the living, move onto a final afterlife, or go to their god’s domain. Those who stay too long in the Realm of the Dead or fail at this rite eventually find judgment at the alter of the Queen of the Dead. Those who avoid her judgment and the trials become boundless creatures of undeath.

Extended Rest

  1. Now only recharge daily item and class powers.

Short Rest

  1. Recharges all encounter powers.
  2. 1 surge spent during a short rest fills a PCs hit points to their maximum.

Dailies in Combat

  1. The PCs may only spend 1 daily class attack power and 1 daily class utility power per encounter, with no extra effort.
  2. If the PCs wish to spend an additional attack power they must use 2 surges to do so, if they wish to spend another daily utility power they must spend 1 surge to do so.


  1. PCs use a 84 point, point buy method. All stat points are a one to one ratio. The PCs may not have any stat under 8 and may not buy a stat above 18. Only one stat of 20 is allowed after racial bonuses are applied.
  2. PCs roll for defense against a static monster attack score. The defense bonus for the PC’s is just their defense score -10, and the monster attack score is 12 + the attack bonus. When the PCs roll defense of a natural 1 the monster lands a critical hit, when the PCs roll a natural 20 it is a auto miss for the monster.
  3. PCs use the inherent bonus system but gain bonuses to attacks, damage and defenses at levels 3, 8, 13, 18, 23, and 28.
  4. Every character has a character theme song on the battle music playlist. Whenever that song comes up, the character gains an extra standard action that he or she must spend during this encounter.
  5. Experience is replaced by a DM’s discretion leveling system.
  6. Gold drops are greatly lowered in favor of items to barter with in sales and trade.
  7. Anything published by WotC is legal but may need to be re-skinned to fit into certain campaign situations. All other sources must have DM and at least 50% of the PCs approval.
  8. Free Action Attacks may be used once per turn.
  9. At 0 HP creatures are knocked prone and dazed.

Rolling a Natural 20

  1. Initiative – Grants an extra move action in the first round of combat or a +2 bonus to their first roll.
  2. A power that does no damage but delivers a save end effect causes the first save to be an automatic failure.
  3. A power that does no damage but delivers a effect that last until end of next turn now last one additional round.
  4. Against a Minion – The next attack the PC makes gains a +2 bonus to the attack roll.
  5. On a save – Gain a free Immediate action saving throw on the next attack that hits with a “save ends” type of effect (including those that last until the end of the monster’s next turn).
  6. On a attack – Roll that d20 and check the critical effect table.

Critical Hit Table
01 A sturdy blow: Normal Critical Effects.
02 Low Blow: The attack deals extra damage: +1d12/ +2d12/ +3d12.
03 Give it another try: The attacker automatically recharges an encounter attack power of their choice.
04 Deep Wound: The target can not regain hit points or gain temporary hit points in any way (save ends).
05 Revitalizing Strike: The attacker regains a healing surge.
06 Called Shot (Head): The target takes a -2 penalty to Will (save ends).
07 Called Shot (Eye): The target is blinded (save ends).
08 Called Shot (Neck): The target takes ongoing damage equal to the level of the attack (save ends).
09 Called Shot (Back): The target grants combat advantage (save ends).
10 Called Shot (Chest): The target takes a -2 penalty to AC (save ends).
11 Called Shot (Stomach): The target takes a -2 penalty to Fortitude (save ends).
12 Called Shot (Arm): The target takes a -1/-2/-3 (based on tier) penalty to all attack rolls (save ends).
13 Called Shot (Hand): The target deals -2/-4/-6 (based on tier) damage on all attacks (save ends).
14 Called Shot (Leg): The target takes a -2 penalty to Reflex (save ends).
15 Called Shot (Achilles): The target is slowed (save ends).
16 Perfect Strike: The attacker deals maximum damage on all extra critical effect dice.
17 Staggering Blow: The target is dazed (save ends).
18 Unbalancing Strike: The target falls prone and can’t stand up (save ends).
19 Follow Through: The attacker may make the same attack against another target within range. If the attack hits multiple targets the attacker may only hit one target. If the attack is made up of multiple attacks, the attacker may only make one attack against the target.
20 Final Blow: The attacker deals maximum damage on all dice including extra critical effect dice. In addition the target falls prone and unconscious (save ends) immediately and is considered helpless. The creature takes a -2 penalty to all saving throws vs this unconscious effect.

Rolling a Natural 1

  1. On a attack – Roll a d20 and check the critical fumble table.

Critical Fumble Table
01 Last Mistake: The target of the attack makes a automatic critical hit against the attacker.
02 First Mistake: The target of the attack makes a Basic attack against the attacker.
03 Feedback / Counter Momentum: The attacker repeats the attack against themselves.
04 Slow on My Feet: The attacker takes a -2 penalty to Reflex (save ends).
05 Distracting Miss: The attacker takes a -2 penalty to Will (save ends).
06 Exhausting Miss: The attacker takes a -2 penalty to Fortitude (save ends).
07 Wide Open: The attacker takes a -2 penalty to AC (save ends).
08 Unlucky Blows: The attacker takes a -2/-4/-6 (based on tier) penalty to damage rolls (save ends).
09 Bad Timing: The attacker takes a -2 penalty to attack rolls (save ends).
10 A Slippery Slope: The attacker falls prone.
11 That Was An Accident: The attack is redirected against an ally within range.
12 Exaggerated Miss: The attacker loses a healing surge.
13 Blind Fury: The attacker is blinded until the start of their next turn.
14 Slippery Grip: The attacker drops their weapon or implement.
15 Over-extension: The target of the attack can slide the attacker to any square adjacent to the target. The target may then shift one square.
16 I’m New At This: The attacker grants combat advantage (save ends).
17 Wait, What Was I Doing: The attacker delays until the end of the round.
18 Well I thought I Knew What I Was Doing: The attacker is dazed until the start of their next turn.
19 It Could Be Worse: The attacker misses and suffers a – 1 penalty to attack rolls until the end of its next turn.
20 Good Recovery: No ill effects.


  1. Players can theme as another core class or create their own themes.
  2. Hybrid and multi-classed characters may not theme as a class they already have.
  3. If the PC themes as a class, the PC counts as that class for the purpose of all feats, Paragon Paths and Epic Destinies.
  4. The PC gains proficiency in one weapon or implement of their choice that the theme class is proficient in.
  5. PCs may choose any power that class offers at the appropriate level.
  6. PCs must maintain at least one power of each type from their base class at all times (Once having more than one power becomes an option).
  7. Core classes
    Ardent= Gain Ardent Surge once per encounter (no mantle benefit), 1 Power Point.
    Artificer= Gain the ability to create one Healing Infusion at a time.
    Assassin= Gain Assassin’s Shroud power as written.
    Avenger= Gain Oath of Enmity but it becomes an encounter power that does not recharge when the target dies.
    Barbarian= Gain the Rampage Feature.
    Bard= Gain Majestic Word once per encounter.
    Battlemind= Gain Battlemind’s Demand power, 1 Power Point.
    Cleric= Gain Healing Word once per encounter (Healer’s Lore does NOT apply).
    Druid= Gain Wild Shape power.
    Fighter= The PCs melee attack powers mark on a hit only.
    Invoker= Gain one Covenant (the PC gains the effect but not the Channel Divinity).
    Monk= Gain the Flurry of Blows power of their Choice but loses the set damage bonus so that it is now a Mod bonus only. Also at 21st level the PC can target only 3 creatures, not all adjacent.
    Paladin= Gain Divine Challenge but the new damage progression is Cha mod, 3 + Cha mod, 6 + Cha mod.
    Psion= Gain one Discipline Focus, +1 Power Point.
    Ranger= Gain Hunter’s Quarry (usable once per round).
    Rogue= Gain Sneak Attack (usable once per round).
    Runepriest= Gain Rune of Mending but usable only once per encounter; the PC may use a rune state.
    Seeker= Gain Inevitable Shot.
    Shaman= Gain Companion Spirit. The PC only gains the at will power from the spirit of their choice and not the Boon or Opportunity attack power.
    Sorcerer= Gain one Spell Source and that source’s Power feature only.
    Swordmage= Gain one Aegis.
    Warden= Gain Nature’s Wrath. They may only target 1 enemy, this increases to 2 at 11 and 3 at 21.
    Warlock= Gain Warlock’s Curse (usable once per round).
    Warlord= Gain Inspiring Word (usable once per encounter).
    Wizard= The PC gains Cantrips and either Ritual Casting or Alchemical Crafting.
  8. Custom Build
    Dual Wielding Warrior= The PC may wield one handed weapons in each hand as if they had the off hand property. (All power swap feats only allow swaps for powers that require two weapons to be wielded by the PC).

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