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= House Rules for Swords & Wizardry Complete =

== High Charisma benefit ==


Any character with 15+ Charisma begins play with a loyal 0-level henchman.

== Skills ==
To use a skill from your class, make a Saving Throw. When you attempt to use a
skill from another class, roll with Disadvantage.

== Hit Points, Hit Dice, and Healing ==


Your maximum Hit Points is the max value of your level 1 Hit Dice, plus your level
and your Constitution modifier.

Count your Hit Dice as healing surges. When you drop to zero HP and you have
unspent Hit Dice, make a Saving Throw: On a success, you may roll one Die plus your
Constitution modifier and add recover that many HP as a "second wind". If the
Saving Throw fails or you don't have any unspent HD, you are knocked out until
someone treats your wounds or take any additional damage. If you take additional
damage while knocked out, you are dead.

Between battles, you may spend a full turn resting to roll one unspent Hit Die plus
your Constitution modifier for recovery, up to your max HP.

When you do nothing but rest in comfort and safety for at least a week, roll your
Hit Dice and add the sum to your Hit Points, up to your max HP. You also recover
all spent HD.

== Untrained Weapon Use ==


You can use any weapon, but if you use a weapon beyond those allowed by your class,
make your attack roll with Disadvantage.

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