House Rules

These are the house rules for the Erenastre campaign. If you have any questions about them, please contact the GM.

Goodberry
Goodberry consumes its material components. Otherwise the spell works as written.

Plane Shifting
The planes in this universe do not work the same way they do in normal D&D settings. The different planes are not necessarily their own unique place with their own geography, but are reflections of the prime material plane. Plane shifting is dangerous and unreliable for those who aren't familiar with how they work. Depending on where you are in planar space, the planes might shift around you. If you wander too far you may find yourself lost in the Astral Sea.

The planes aren't widely understood in this universe, even by interplanar beings who know enough to be able to safely travel between planes.

Playable Races
For now, playable races are somewhat limited to humans, elves, half-elves, dwarves, half-orcs, halflings, and gnomes (ie. the Luminous races). If you'd like to play a different race, it will need to be discussed with the DM, as many of the official D&D races do not exist in this universe as a proper race, and may have to be explained by special circumstances such as magical interference.

I'm willing to be fairly flexible, but if you're looking to play an off-the-wall race like changeling, don't be surprised if the answer is no.

Deadly Chills
Adventurers are no strangers to dangerous encounters, but sometimes they find themselves in a deadly situation without even realizing it. For this reason, your character may feel a chill down their spine, telling them that their doom is near. This will occur once when the danger presents itself then fade away soon after, but its absence does not mean the threat has passed.

What this does NOT mean: Above all else, remember this: Sometimes the goal of an encounter will not be to win, but to survive.
 * That you're perfectly safe if you enter an encounter without feeling a deadly chill. There will always be at least some danger in your adventures, and the dice will not always be in your favor, so try not to be too careless.
 * That you should always run away when you feel the chill. While it's probably the best option in most deadly encounters, it won't always be the best choice. Sometimes you will need to be resourceful instead.