Class House Rules

House Rules specifically for classes in D&D

Class Abilities, Spells, & Crafting

Our server utilizes extensive and elaborate systems to gather and utilize resources. Outside of an event, no feature, spell or other ability may be used to circumvent said system, and no DM nor GM will exchange time or material into a finished item. These features still work inside of events, but are almost exclusively limited to temporary effects. You can, however, utilize such features to give flavour to the crafting process in your roleplay.

Master Scrivener

Follow Raw Rules and add it to the spell-tracker and note when used or recasted/crafted.

Passive Ability is disabled.

Forge Cleric

Blessing of the Forge: Similar to Artificer Infusions the item lasts for the duration of the event and you must be in the same event as the person who is getting the item. Also you need a physical item to represent it ex: an iron sword.

Artisan's Blessing:  Event Only follow Raw material requirements. Item vanishes after event.

Planar Binding

The summoner can have at most 10 summoned/planar bound creatures at a time active.

Divine Intervention & Wish Modification

For Divine Intervention: When using Divine Intervention outside of events, it follows the rules of Wish, being able to cast any spell of 8th level or lower from the Cleric Spell List. This limitation does not stand during events, or NPC interactions, as Divine Intervention is up to DM discretion.

For Wish: When you are not in an event the most you can do with wish is Duplicate spells because of the limitation on monitoring for the "risk of losing wish".

Glyph Limits

After a long discussion with the DM team, concerns have arose with excess Glyph of Wardings being cast with supplies from classes and subclasses with the ability to create spell components. 

Due to this we are putting a limit of 7 glyphs created with the use of the said created components. 

This means that a person who is using spell components created through a class ability can have 7 glyphs active at a time that were cast with those created components, and cannot cast any further glyphs until those created before have been used or dismissed. These same limits do not apply for people using only non-created spell components.

Applying Artificer Infusions

Infusions are a core concept of the Artificer class, but the way they work is not entirely suitable for our style of play. You never know who you will find at your side when adventure calls, and assisting your allies through infusions is much more complicated this way. We are adding two perks to Infusions:

Instead of "when you finish a long rest", you can apply your Infusions "after finishing a long rest". This means that you can hand out one of them to your party members at the start of an event.

You can not, however, give an infusion to any person participating in an event you are not part of (see "Buffing" house rule). This is in order to not make room for infusion-slave alts that only exist to hand out buffs to other players.

Magic items duplicated via artificer infusions are to be treated as any other infusion and, thus, only works with the artificer present, otherwise they return to their non-magic base forms. In order to make the infusion, whether that be the magic item duplication or any other infusion, the artificer must have the base item with them in their inventory.  It is up to the DM whether something can reasonably stand in for the base item for the infusion. 

Using Infusions for RP is allowed but it gives you no mechanical benefit and its just flavor. Infusions in Arenas can be used but the Artificer must remain in the arena too and only lasts the duration of the arena combat.

Arenas & Events = Only time infusions give mechanical benefits.

All infusions end at the end of  an event.