DM Alan House Rules

 Rolling & Skill Checks
– Roll only when prompted. Describe intent first. I'll call for the roll.
– No crits on skill checks.
– Nat 1 = fail / Nat 20 = success on saving throws.
– Declare before d100 “luck rolls” whether high or low is good.
– Guidance and class features should be checked with me first.
– Use /w GM and /gmroll for private or secret rolls.
– Re-roll effects (e.g. Silvery Barbs) apply once per roll, max.

- GM Inspiration points stack, you may collect them, but can only use up to 2 per session.

 Death & Dying
– Silent Death Saves: Roll privately, no announcements.
– Last Stand: At 0 HP (not instantly killed), you may declare a Last Stand. You’re immune to damage, auto-succeed saves, auto-hit or force failed saves, and deal max crit damage until end of your next turn. Then you die permanently. No exceptions.
 Combat Rules
– Initiative follows order rolled. You may switch within your group. Ties go to higher Dex.
– Flanking: Yes. Cleaving: No.
– Potions: Rules as Written, except that you will be gifted a potion bandolier. It holds a number of potions equal to your Proficiency Bonus. You may place any potions from your inventory in this bandolier to be taken as a Bonus Action.
– Charisma actions: Action (normal roll) or bonus action (disadvantage).
– Weapon swap: Bonus action. Dropping to draw is free.
– Standing from Prone takes 15 feet of movement.
Familiars, Pets & Mounts
– Act on your turn, before or after you (player’s choice each round).
– Familiars: 0 HP = gone.
– Pets and Mounts: 0 HP = Death Saves
– You occupy all your mount's spaces for targeting.
– Auras originate from their center.
– Movement counts as willing (can trigger opportunity attacks).

Item Attunement for Non-PCs
Controlled creatures with INT 4+ may attune using their own slots:
– 3 Uncommon –or– 2 Common –or– 1 Rare –or– 1 Very Rare (using your own attunement slot)
Table Etiquette
– This is an ensemble story—no main characters.
– Respect spotlight and pacing. Let others (including the DM) finish speaking.
– Reactions are interruptive by design—otherwise, hold space.
– Use in-game chat for side RP or strategic planning.