House Rules

HOUSE RULE: Roll of Four

New characters roll four sets of abilities and keep the best set, discard the rest.


Dungeon Masters Guide page 265; Sanity.

Each character has 7 ability scores STR, INT, WIS, CON, DEX, CHA, SAN.

VARIANT RULE: Healer's Kit Dependency

Dungeon Masters Guide page 266; Healer’s Kit Dependency.

Characters require a healer’s kit to heal during short or long rests.

VARIANT RULE: Slow Natural Healing

Dungeon Masters Guide page 267; Slow Natural Healing.

Characters do not automatically fully heal after a long rest.


Dungeon Masters Guide page 272; Injuries.

HOUSE RULE: Damage at 0 Hit Points.

Players Handbook page 197; Damage at 0 Hit Points.

Add the following line ''In a single round only one (or two for a critical hit) death saving throw failures are added regardless oif how many sources of damage the character suffers in the same round.

VARIANT RULE: Playing on a Grid

Players Handbook page 192; Playing on a Grid.

Each square on the grid represents 5 feet.


Every major city and a few noble houses, temples, or especially prosperous merchant enterprises mints coinage in copper, silver, gold, and occasionally bronze, electrum, or platinum as well. Coin and trade exists between the remaining cities but while a purse heavy with gold pieces can see to many needs in civilized regions, not all the peoples in Thule care about money. Savages have little use for coins; they can’t be eaten, they aren’t tools, and they can’t be used to make clothing or shelter. In some areas bartering with one’s neighbors for goods or services is more common than paying in the coins of the cities. This does not mean all barbarians have a no idea of what coins are worth, even if they rarely use them.

HOUSE RULE: Materials & Craft

The riddle of steel remains a riddle so the materials used in Thule are primarily made of bone, wood, stone. Because Thule’s peoples range from savages armed with nothing more than stone age technology to citizens of ancient civilizations, Thule’s warriors make use of arms and armor not often found in other fantasy settings. Likewise, the sophisticated armor-making of high medieval cultures (and the weapons developed to defeat such armor) are generally absent from Thule.

Some more advanced weapons and types of armor simply haven’t been invented yet in the age of Thule.

Restricted Weapons: No crossbows are available for purchase or crafting.

Armor: No medium half-plate, heavy plate, heavy splint are available for purchase or crafting.

Mounts and Vehicles: No Camels, draft horses, sailing ships or warhorses are available for purchase.

Other: No magnifying glasses, spyglasses.

All items in the players handbook are made from natural materials. (i.e. Stone or bone or wood). The cost remains unchanged.

Standard players handbook unrestricted weapons and armor can be purchased in bronze for twice the listed price. Non-standard weapons and armor are only available using the listed materials.

The smelting of bronze is confined to specialist craftsman residing in the few cities that remain on Thule. Bronze is the primary metal used to make weapons and armor although copper, gold and silver are used.

For this reason, a craftsman who possesses the skill to forge even basic metal weapons is highly prized and jealously guarded lest they be kidnapped or killed.

HOUSE RULE: Weapons of Inferior Materials

The materials used in Thule are primarily made of bone, wood, stone which are weaker than metal and fracture more easily.

A broken weapon is at best an improvised weapon and damaged magic weapons lose their enhancements, properties, and powers.

When you roll a natural 1 on an attack roll, your weapon has a chance to break.

You have a choice, either:

You can accept the result, automatically missing the attack AND roll on the weapon fumble table, but keeping your weapon intact.

Alternatively, you can reroll.

Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete.

A metal or magical weapon breaks only if you roll a natural 5 or lower on (ANY dice of) the reroll.

This rule gives you a say in whether a weapon breaks. You can play it safe and except the errant attack, or you can attempt to avoid a miss by risking your weapon.

HOUSE RULE: Critical Hits & Fumbles

All critical hits and misses have been replaced by Critical and Fumble tables. On a 20 or 1 attack result the player rolls a D20 on the Critical and Fumble table for the damage type to determine the result. The tables contain a list of additional effects that replace the standard rules and includes lingering injuries.

There are individual tables for both weapon attacks and spell attacks because let's be honest, there is a difference between missing with a bow and missing with a fireball.

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House Rules

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