House Rules

Regeneration & Death

  • Characters regenerate 1 HP per round per tier.
  • Characters automatically stabilize and regain hit points, so death saves are not needed.
  • Characters regain consciousness automatically at 1 HP. Regeneration does not begin at 0 HP unlike other healing.
  • Characters who die return to life with 1 HP after one hour; the character permanently loses one point of Constitution.
  • A character whose Constitution falls below 10 no longer regenerates or comes back from the dead – that is your last life!
  • Characters die by being reduced to their negative bloodied value in hit points. A warrior with 100 max hit points dies at -50. Intelligent monsters may notice regeneration and finish off fallen heroes!

Starting Stats

Characters begin with the array: 18, 18, 16, 14, 14, 14 and may buy up/down according to the regular point buy rules.

Defensive Actions & Second Wind

Characters taking a second wind, or using defensive actions that give a bonus to defenses gain an additional +2 to all defenses. So, second wind grants +4 to all defenses instead of +2.

“Take the Bullet”

A character can “take the bullet” for an adjacent target of a melee or ranged attack. The character is automatically hit, and critted, and falls prone.


  1. Initiative will be determined on a group basis.
  2. Each character makes an initiative check DC=the average initiative of the enemy group (if rolled an 11). 0 Successes, enemies gain surprise round; 1-2 successes, enemies go first; 3-4 successes, players go first; 5+ players gain surprise round.
  3. All foes go at the same time; all heroes go at the same time. All combatants can coordinate with each other at will, i.e. the cleric could go first this round so that the unconscious player could be revived or the enemies can get into flanking position before attacking so that both get flanking.

Ongoing Damage

  1. Ongoing damage is dealt as additional damage at the time of the inflicting attack, and then at the beginning of the ATTACKER’S turn until the target saves.
  2. It is the attacker’s responsibility to remember to deal his or her ongoing damage each round!
  3. Only one ongoing damage effect affects a target. Additional ODEs stack and combine in the following manner: the types combine, so x fire damage and y lightning damage combine to become x+y fire and lightning damage. Resistances apply BEFORE the effects are combined, so if the target had 5 Fire Resist, it would be x+y-5 fire and lightning damage (unless the fire was less than 5 to start with). If another Fire source were added, it would be ignored unless it was greater than the original fire source; then it would replace it after subtracting resistance.

Ongoing Effects

  1. All ongoing effects end upon save – no more until start/end of next turn*.
  2. One saving throw shakes off all effects, no save for each effect.

Additional Damage


Players gain additional damage dice based on tier of play and type of attack.
  • Heroic Tier +1 die
  • Paragon +2 dice
  • Epic +3 dice
  • At-Will/Basic Attack d8s
  • Encounter d12s
  • Daily d20s
  • Area, burst and blast attacks add only 1/2 this amount (main target takes full).


Monsters gain additional damage dice based on level.
  • Levels 1-6 = +1d6
  • Levels 7-10 = +1d12
  • Levels 11-20 = +2d12
  • Levels 21+ = +3d12
  • Encounter and recharge powers double the amount rolled on the extra dice only.
  • This extra damage is “high crit” and so deals max on a crit and an additional die is rolled.
  • Area, burst and blast attacks add only 1/2 this amount (main target takes full).
  • Monsters may spend a healing surge as a free action to deal double damage (x2 not roll twice). * Must be announced after the attack roll but before damage is rolled. Cannot be used on a crit.

Magic Items

The world has been changed to a low magic item world. The residuum used to create magic items is extremely rare. Magic items cannot normally be purchased. Instead of magic items, players will gain magical effects in the following manner:

  • Starting at 2nd level, all weapons, implements and armor they wield are treated as if they are magic items +1, +2, equal to the character’s level divided by 5, rounded UP.
  • Characters can choose (starting at 2nd level) one weapon/implement property/power combo, one armor property/power combo, and two non-weapon/implement/armor property/power combos PER TIER. These combos (which are filled with cheese food) allow the character to act as if he is equipped with items imbued with these powers as long as he or she actually has an item of the right type (as set out by the magic item). The character merely selects the item from the character builder and acts as if he or she has the item.
  • As a free action, once per round, on his or her turn, the character can switch one combo (assuming they have more than one). A paragon character would have two weapon combos, for example a Flame Burst and a Life Drinking combo. In the 1st round, he attacks and learns the enemy has fire resist, so he swaps to Life Drinking. Just add both items to your character sheet and select them both to be printed on the power cards. Easy stuff.
  • The combos cannot be higher than your level +2.
  • Consumable items can be selected and are treated as Daily powers that use a minor action to activate. * If you happen to have a real magic item, say a sword of Lightning, you can use it as-is or override its magic temporarily with your Combo. Artifacts cannot be overridden this way, but may interact with player combos in unexpected ways like stacking or cancelling out or acting unpredictably.
  • Masterwork armors may be selected as they are limited by level already.


  • Sunrods are alchemical items (not magical) and continue to function as written except that their reliability is lessened: ruined if they get wet, can be targeted for attack, easily dampened with magic, destroyed by elemental effects like fire, acid, etc.

Ritual Magic

Magic components are extremely rare and also annoying to track and require the DM to limit and track money, etc. Instead of using money for components, heroes may use their spirit essence to power rituals. This will use their healing surges to represent their commitment of magical energies. This house rule may need to be adjusted, but is elegant and simple and only requires a little tracking and no shopping.

  • Healing surges can be used from the caster or any willing hero (non PCs cannot do this).
  • Healing surges used in this way normally return after an extended rest.
  • If the ritual has a non-permanent effect that lasts longer than the extended rest, the healing surge does not return until the character has taken an extended rest AND the ritual effect has ended. You can take the rest before the end of the ritual in which case the surge returns immediately upon the ritual’s end.
  • Levels 1-10 – each healing surge expended grants 10 gp per level in component power.
  • Levels 11-20 – each healing surge expended grants 20 gp per level in component power.
  • Levels 21-30+ – each healing surge expended grants 50 gp per level in component power.
  • Components still exist but are rare and valuable.
  • Special components also exists, example gems that add 1000gp worth or double the amount you get from your healing surges.
  • Any “leftover” points (mana) are lost if not used before an extended rest or 24 hours pass, whichever is first.

Areas of interest:

  1. Main Page – the main Wiki Area
  2. House Rules – includes all of our 4.5 Edition Rules PLUS Character Creation guide for the campaign.
  3. Seven Sisters – Information about The Land of Seven Sisters where the campaign begins.

House Rules

Wrath of Oblivion allendobkin