House Rules

House Rules

1: If you roll a natural 1 it is a critical fail. On a critical fail, roll a 1d20 to see what happens.

1-5 Weapon shatters. 6-10 a large chip flys off the weapon, making it less balanced -1 to attack.
10-15 The weapon cracks, making it much easier to break. The next time you roll a conformation for a critical fail a 1-10 shatters the weapon.
16-18 A small chip flys off the weapon, making it easier to break. A 1 or a 2 using this weapon is a critical fail.
19-20 Nothing.

    • Arcane Defiling
    • Arcane Feature
    • You draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land, allies, and enemies.
    • At Will • Arcane, Necrotic
    • Free Action
    • Personal
    • Trigger: You make an attack roll or a damage roll as part of an arcane daily power attack.


    • Effect: You can add a +5 bonus to your attack roll OR add 1 extra damage die to your damage roll. In addition, each creature (willing or unwilling) within 10 squares of you takes necrotic damage equal to half their healing surge value. This damage ignores immunities and cannot be reduced in any way. All plat life in the zone withers and turns to ash, and the ground in that zone can no longer support plant life and you gain a Mark of Defiling.
    • Created with DungeonMastering.com’s DM Tools

House Rules

Bleached Bones Orsk