House Rules
Quick reference for mechanical changes and homebrew systems in The Crescent campaign.
Character Creation
Point Buy Limits
- Maximum: 14
- Minimum: 7
Wizard Academy Applications (Optional)
Wizard characters can determine which magical academy they attended through an optional application minigame. This provides roleplay opportunities, networking connections, and background depth.
See Wizard Academy Applications → for the complete system.
Rest and Recovery System
Long Rest Restrictions
- Can only long rest in "safe" areas:
- Settlements and cities on or near the Old King's Road
- Road Wardens outposts
- Established safe havens
- Short rests available anywhere
- No hit dice recovery when sleeping in wilderness
Safe Haven Recovery
Full recovery (long rests, hit dice regeneration, spell slot recovery) only possible at safe havens. The Wardstone network defines these boundaries.
Wilderness Travel
All rules in this section apply when traveling in the wilderness (i.e. the inverse of Safe Haven Recovery).
Travel Checklist
- (Optional) Preparation – spend a day in a safe location, make skill checks for a Boon.
- Travel Roll – each travel day, roll 2d6 (+ Banes/Boons).
- Lookup Result – use outcome table for daily effect.
- Between-Travel Options – full-day camp for recovery.
Preparation (Optional)
- Spend 1 day in a safe location.
- Each PC makes 1 skill check (DC 15).
- If half the party or more succeed → gain 1 Boon for the whole journey.
- Each PC must use a different skill.
Common skills: History, Nature, Survival, Investigation, Medicine, Athletics, Arcana, Religion.
Preparation Example
Player: "I want to use Medicine to prepare healing supplies for the journey."
DM: "Medicine? How does that help with travel preparation?"
Player: "I'm gathering medicinal herbs, making poultices, and pre-treating bandages so we can handle injuries quickly without losing time."
DM: "Alright, that makes sense. Roll Medicine DC 15."
Travel Rolls & Results
Each day, roll 2d6. Apply Banes/Boons if present.
| Roll | Result |
|---|---|
| 2 | Encounter (varies by distance from Road) |
| 3–5 | CON save DC 10 → fail = 1d4+1 dmg |
| 6–11 | Safe |
| 12 | Minor positive (hit die, shortcut, small find, discovery) |
Travel Speeds
| Speed | Distance/Day | Modifier |
|---|---|---|
| Slow | 16 mi | +1 Boon |
| Normal | 24 mi | Standard |
| Fast | 32 mi | +1 Bane |
Boons and Banes
Each Boon or Bane adds +1d6 to your roll. First, cancel equal numbers of Boons and Banes against each other. Then:
- If you have Boons remaining: Roll 2d6 + Boon dice, keep highest 2 results
- If you have Banes remaining: Roll 2d6 + Bane dice, keep lowest 2 results
- If equal (or no modifiers): Roll standard 2d6
Travel Guidelines
- ≥4 hrs travel → roll required
- ≤3 hrs → no roll
Full-Day Camp
- No progress
- Recover full HP
- No spell slot or hit die recovery unless in a safe haven
For character backgrounds and faction connections, see Character Creation →