Careless Whisper House Rules

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Players start the game with 2 Level 2 Contacts in Sharn or elsewhere that give them access to advantage on social checks. Players can gain contacts as campaign progresses.

  • Level 1: Add proficiency to relevant skill checks
  • Level 2: Advantage on relevant skill checks

Critical Hits

  • When you score a critical hit, roll for damage normally. Then determine the maximum damage you can roll with your attack before applying any modifiers. Combine the maximum result with your rolled damage, and then add any modifiers. This is your critical hit damage.


  • When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy. Each them is granted a +2 to melee attack rolls against that enemy.


  • Potions take a bonus action to use if using one on yourself
    • Normal: Potions take a full action to use
  • Potions being used on others still take a full action to use

==Potions of Healing

  • When you would normally roll one or more dice to restore hit points with a Potion of Healing and a Potion of Greater Healing, you instead use the highest number possible for each die. For example, instead of regaining 2d4+2 hit points when you consume a Potion of Healing, you regain 10 hit points. A Potion of Greater Healing grants 20 hit points.
  • When you would normally roll dice to restore hit points with a Potion of Supior Healing and Potion of Supreme Healing, you instead use the highes number possible for the first 4 die and then roll the remaining die. For example, instead of regaining 8d4+8 hit points when you consume a Potion of Superior Healing, you regain 16+4d4+8. A Potion of Supreme Healing grants 16+6d4+20.

Ready (Action)

  • When you Ready an action, in addition to declaring a specific action and what triggers it, you may also declare how much movement you are allocating to accomplishing that Action.
  • Normal: When you Ready an action, you declare only that action, but no movement as part of it.

Short Rests

  • A 15 minute Short Rest may be taken once per Long Rest. Additional Short Rests may be taken before a Long Rest is completed but they must be at the normal length.
    • Normal: Short Rests always take one hour.
  • A Short Rest may be taken individually by a character as a full round action. If individual characters use a 15 minute Short Rest and the party later decides to take a 15 minute Short Rest, any individuals who have already taken a 15 minute Short Rest will not be able to do so again until they have taken a Long Rest.

Sneak Attack

  • You can perform a Sneak Attack (Rogue ability) with a Finesse, Light, or ranged weapon.
  • Normal: Sneak Attacks can normally only be performed with Finesse or ranged weapons.

Thrown Weapons

  • If you throw a single handed weapon with the thrown property, you can throw another weapon with the thrown property for free.

Luck Points

  • A character starts each game session with 1 Luck Point. At the end of each game session, characters lose any unspent Luck Points. Luck Points grant the following potential benefits:
  • Gain Advantage: A player can spend a Luck Point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
  • Gain a Reroll: On a failed roll, the player may spend a Luck Point to re-roll. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the Luck Point to improve a roll before the DM announces the outcome of your initial roll. You cannot spend Luck Points on die rolls made by the DM or other players.
  • Inspiration: A player can spend a Luck Point to get sudden inspiration in the form of a hint, clue, or bit of help from the DM. It might be a way out of a difficult situation, a vital clue for solving a mystery, or an idea about an enemy’s weakness. It’s up to the DM exactly how much help the players get from inspiration and how it manifests, but since Luck Points are a limited resource, the help should be in some way significant.
  • Recover: A player can spend a Luck Point to recover faster. A Luck Point allows you to immediately remove a charmed, incapacitated, or stunned condition, or 1 level of fatigue.
  • Players can gain additional Luck Points from the DM or other players through Social Traits and role playing. There are 3 extra Luck Points per game session that the DM can award, or that players can award to other players. Luck Points are stored in Luck Bank. When a Luck Point is awarded it is removed from the Luck Bank and given to a player to use. Once the Luck Point is used, the player returns it to the Bank. Points can only be awarded if they are available in the Bank. Luck Points are awarded for excellent role playing, or through actively playing Social Traits.

Social Traits

  • Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.
  • Bonds: These are the entities, places, and things that that character holds dear.
  • Ideals: These are the personal beliefs and philosophies that drive the character's decision making.
  • Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.
  • Regrets: These are specific flaws and missteps that continue to haunt and stay with your character in some way. While flaws are often a character trait, a regret is often an action or something that happened to your character that stays with them and continues to cause them difficulty.

Player-Generated Difficulties

  • When you roleplay your character's decision making with these in mind, you can gain additional Luck Points.
  • You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs, but is in line with your character's Social Traits, personality, or backstory.
  • If this decision is motivated by one of your Social Traits, the DM or other players, may grant you an extra Luck Point.
    • Bonds can motivate decisions in order to preserve or assist your Bonds.
    • Ideals can motivate decisions as part of upholding that belief or philosophy.
    • Flaws and Regrets can motivate decisions because of the character's limitations, weaknesses, or Regrets.
  • If you make such a choice, inform the table of your doing so, and indicate which Social Trait you are motivated by.
  • If the DM or the other players agree, they will award you 1 Luck Point.

DM-Generated Difficulties

  • The DM may also choose to take advantage of your Social Traits in order to make the scene more difficult.
  • The effects of this may vary, but can include the triggering of traps, arrival of additional enemies, the infliction of disadvantage on a PC's roll or the addition of advantage to an NPC's roll.
  • When the DM does this, they will award you 1 Luck Point.